[20770:20770:0127/161059:ERROR:profile_sync_service.cc(1295)] History Delete Directives datatype error was encountered: Delete directives not supported with encryption. [20770:20821:0127/161101:ERROR:download.cc(303)] PostClientToServerMessage() failed during GetUpdates ATTENTION: default value of option force_s3tc_enable overridden by environment. ATTENTION: option value of option force_s3tc_enable ignored. GLSL IR for linked fragment program 0: ( (declare (shader_in ) vec4 gl_Color) (declare (shader_out ) vec4 gl_FragColor) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref gl_Color) ) )) ) ) GLSL fragment shader 0 source for linked program 0: (null) GLSL source for vertex shader 1: attribute vec4 position; void main() { gl_Position = position; } GLSL IR for shader 1: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL source for fragment shader 2: #ifdef GL_ES precision highp float; #endif uniform vec4 color; void main() { gl_FragColor = color; } GLSL IR for shader 2: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (uniform ) vec4 color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref color) ) )) ) ) GLSL IR for linked vertex program 3: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL IR for linked fragment program 3: ( (declare (shader_out ) vec4 gl_FragColor) (declare (uniform ) vec4 color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref color) ) )) ) ) GLSL fragment shader 0 source for linked program 3: #ifdef GL_ES precision highp float; #endif uniform vec4 color; void main() { gl_FragColor = color; } GLSL vertex shader 1 source for linked program 3: attribute vec4 position; void main() { gl_Position = position; } GLSL source for vertex shader 4: #version 130 in vec4 position; void main() { gl_Position = position; } GLSL IR for shader 4: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (sys ) int gl_VertexID) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) (array float 0) gl_ClipDistance) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxVaryingComponents) (declare () int gl_MaxClipDistances) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL source for fragment shader 5: #version 130 #ifdef GL_ES precision highp float; #endif uniform ivec4 color; out ivec4 out_color; void main() { out_color = color; } GLSL IR for shader 5: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) vec2 gl_PointCoord) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (shader_in ) (array float 0) gl_ClipDistance) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxVaryingComponents) (declare () int gl_MaxClipDistances) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (uniform ) ivec4 color) (declare (shader_out ) ivec4 out_color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref out_color) (var_ref color) ) )) ) ) GLSL IR for linked vertex program 6: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL IR for linked fragment program 6: ( (declare (uniform ) ivec4 color) (declare (shader_out ) ivec4 out_color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref out_color) (var_ref color) ) )) ) ) GLSL fragment shader 0 source for linked program 6: #version 130 #ifdef GL_ES precision highp float; #endif uniform ivec4 color; out ivec4 out_color; void main() { out_color = color; } GLSL vertex shader 1 source for linked program 6: #version 130 in vec4 position; void main() { gl_Position = position; } GLSL source for vertex shader 7: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL IR for shader 7: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec2 v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) float clamp_retval) (call clamp (var_ref clamp_retval) ((expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) (constant float (3.000000)) )) (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (var_ref clamp_retval) ) ) ) (declare (temporary ) vec4 vec_ctor) (assign (xy) (var_ref vec_ctor) (var_ref assignment_tmp) ) (assign (z) (var_ref vec_ctor) (swiz z (var_ref a_position) )) (assign (w) (var_ref vec_ctor) (swiz w (var_ref a_position) )) (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref matrix) (var_ref vec_ctor) ) ) (assign (xy) (var_ref v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) (function clamp (signature float (parameters (declare (in ) float x) (declare (in ) float minVal) (declare (in ) float maxVal) ) ( )) ) ) GLSL source for fragment shader 8: varying vec2 v_texCoord; uniform sampler2D s_texture; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = vec4(texColor.xyz, 1.0)); } GLSL IR for shader 8: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec2 v_texCoord) (declare (uniform ) sampler2D s_texture) (function main (signature void (parameters ) ( (declare (temporary ) vec4 texture2D_retval) (call texture2D (var_ref texture2D_retval) ((var_ref s_texture) (var_ref v_texCoord) )) (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 texture2D_retval) )) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) ) ( )) ) ) GLSL IR for linked vertex program 9: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec4 packed:v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (expression float min (expression float max (expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) ) (constant float (3.000000)) ) ) ) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref matrix) (constant int (0)) ) (swiz x (var_ref assignment_tmp) )) (expression vec4 * (array_ref (var_ref matrix) (constant int (1)) ) (swiz y (var_ref assignment_tmp) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (2)) ) (swiz x (var_ref a_position) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (3)) ) (swiz y (var_ref a_position) )) ) ) (assign (xy) (var_ref packed:v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) ) GLSL IR for linked fragment program 9: ( (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) vec4 packed:v_texCoord) (declare (uniform ) sampler2D s_texture) (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 (tex vec4 (var_ref s_texture) (swiz xy (var_ref packed:v_texCoord) ) 0 1 () ))) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) ) GLSL vertex shader 0 source for linked program 9: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL fragment shader 1 source for linked program 9: varying vec2 v_texCoord; uniform sampler2D s_texture; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = vec4(texColor.xyz, 1.0)); } GLSL source for vertex shader 10: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL IR for shader 10: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec2 v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) float clamp_retval) (call clamp (var_ref clamp_retval) ((expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) (constant float (3.000000)) )) (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (var_ref clamp_retval) ) ) ) (declare (temporary ) vec4 vec_ctor) (assign (xy) (var_ref vec_ctor) (var_ref assignment_tmp) ) (assign (z) (var_ref vec_ctor) (swiz z (var_ref a_position) )) (assign (w) (var_ref vec_ctor) (swiz w (var_ref a_position) )) (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref matrix) (var_ref vec_ctor) ) ) (assign (xy) (var_ref v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) (function clamp (signature float (parameters (declare (in ) float x) (declare (in ) float minVal) (declare (in ) float maxVal) ) ( )) ) ) GLSL source for fragment shader 11: varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = (texColor * alpha)); } GLSL IR for shader 11: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec2 v_texCoord) (declare (uniform ) sampler2D s_texture) (declare (uniform ) float alpha) (function main (signature void (parameters ) ( (declare (temporary ) vec4 texture2D_retval) (call texture2D (var_ref texture2D_retval) ((var_ref s_texture) (var_ref v_texCoord) )) (assign (xyzw) (var_ref gl_FragColor) (expression vec4 * (var_ref texture2D_retval) (var_ref alpha) ) ) )) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) ) ( )) ) ) GLSL IR for linked vertex program 12: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec4 packed:v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (expression float min (expression float max (expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) ) (constant float (3.000000)) ) ) ) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref matrix) (constant int (0)) ) (swiz x (var_ref assignment_tmp) )) (expression vec4 * (array_ref (var_ref matrix) (constant int (1)) ) (swiz y (var_ref assignment_tmp) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (2)) ) (swiz x (var_ref a_position) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (3)) ) (swiz y (var_ref a_position) )) ) ) (assign (xy) (var_ref packed:v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) ) GLSL IR for linked fragment program 12: ( (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) vec4 packed:v_texCoord) (declare (uniform ) sampler2D s_texture) (declare (uniform ) float alpha) (function main (signature void (parameters ) ( (declare (temporary ) vec4 channel_expressions) (assign (xyzw) (var_ref channel_expressions) (tex vec4 (var_ref s_texture) (swiz xy (var_ref packed:v_texCoord) ) 0 1 () )) (assign (x) (var_ref gl_FragColor) (expression float * (swiz x (var_ref channel_expressions) )(var_ref alpha) ) ) (assign (y) (var_ref gl_FragColor) (expression float * (swiz y (var_ref channel_expressions) )(var_ref alpha) ) ) (assign (z) (var_ref gl_FragColor) (expression float * (swiz z (var_ref channel_expressions) )(var_ref alpha) ) ) (assign (w) (var_ref gl_FragColor) (expression float * (swiz w (var_ref channel_expressions) )(var_ref alpha) ) ) )) ) ) GLSL vertex shader 0 source for linked program 12: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL fragment shader 1 source for linked program 12: varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = (texColor * alpha)); } GLSL IR for linked fragment program 0: ( (declare (shader_in ) vec4 gl_Color) (declare (shader_out ) vec4 gl_FragColor) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref gl_Color) ) )) ) ) GLSL fragment shader 0 source for linked program 0: (null) GLSL source for vertex shader 1: attribute vec4 position; void main() { gl_Position = position; } GLSL IR for shader 1: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL source for fragment shader 2: #ifdef GL_ES precision highp float; #endif uniform vec4 color; void main() { gl_FragColor = color; } GLSL IR for shader 2: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (uniform ) vec4 color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref color) ) )) ) ) GLSL IR for linked vertex program 3: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL IR for linked fragment program 3: ( (declare (shader_out ) vec4 gl_FragColor) (declare (uniform ) vec4 color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_FragColor) (var_ref color) ) )) ) ) GLSL fragment shader 0 source for linked program 3: #ifdef GL_ES precision highp float; #endif uniform vec4 color; void main() { gl_FragColor = color; } GLSL vertex shader 1 source for linked program 3: attribute vec4 position; void main() { gl_Position = position; } GLSL source for vertex shader 4: #version 130 in vec4 position; void main() { gl_Position = position; } GLSL IR for shader 4: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (sys ) int gl_VertexID) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) (array float 0) gl_ClipDistance) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxVaryingComponents) (declare () int gl_MaxClipDistances) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL source for fragment shader 5: #version 130 #ifdef GL_ES precision highp float; #endif uniform ivec4 color; out ivec4 out_color; void main() { out_color = color; } GLSL IR for shader 5: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) vec2 gl_PointCoord) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (shader_in ) (array float 0) gl_ClipDistance) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxVaryingComponents) (declare () int gl_MaxClipDistances) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (uniform ) ivec4 color) (declare (shader_out ) ivec4 out_color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref out_color) (var_ref color) ) )) ) ) GLSL IR for linked vertex program 6: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 position) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref gl_Position) (var_ref position) ) )) ) ) GLSL IR for linked fragment program 6: ( (declare (uniform ) ivec4 color) (declare (shader_out ) ivec4 out_color) (function main (signature void (parameters ) ( (assign (xyzw) (var_ref out_color) (var_ref color) ) )) ) ) GLSL fragment shader 0 source for linked program 6: #version 130 #ifdef GL_ES precision highp float; #endif uniform ivec4 color; out ivec4 out_color; void main() { out_color = color; } GLSL vertex shader 1 source for linked program 6: #version 130 in vec4 position; void main() { gl_Position = position; } GLSL source for vertex shader 7: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL IR for shader 7: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec2 v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) float clamp_retval) (call clamp (var_ref clamp_retval) ((expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) (constant float (3.000000)) )) (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (var_ref clamp_retval) ) ) ) (declare (temporary ) vec4 vec_ctor) (assign (xy) (var_ref vec_ctor) (var_ref assignment_tmp) ) (assign (z) (var_ref vec_ctor) (swiz z (var_ref a_position) )) (assign (w) (var_ref vec_ctor) (swiz w (var_ref a_position) )) (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref matrix) (var_ref vec_ctor) ) ) (assign (xy) (var_ref v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) (function clamp (signature float (parameters (declare (in ) float x) (declare (in ) float minVal) (declare (in ) float maxVal) ) ( )) ) ) GLSL source for fragment shader 8: varying vec2 v_texCoord; uniform sampler2D s_texture; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = vec4(texColor.xyz, 1.0)); } GLSL IR for shader 8: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec2 v_texCoord) (declare (uniform ) sampler2D s_texture) (function main (signature void (parameters ) ( (declare (temporary ) vec4 texture2D_retval) (call texture2D (var_ref texture2D_retval) ((var_ref s_texture) (var_ref v_texCoord) )) (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 texture2D_retval) )) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) ) ( )) ) ) GLSL IR for linked vertex program 9: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec4 packed:v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (expression float min (expression float max (expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) ) (constant float (3.000000)) ) ) ) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expression vec4 + (expression vec4 + (expression vec4 * (array_ref (var_ref matrix) (constant int (0)) ) (swiz x (var_ref assignment_tmp) )) (expression vec4 * (array_ref (var_ref matrix) (constant int (1)) ) (swiz y (var_ref assignment_tmp) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (2)) ) (swiz x (var_ref a_position) )) ) (expression vec4 * (array_ref (var_ref matrix) (constant int (3)) ) (swiz y (var_ref a_position) )) ) ) (assign (xy) (var_ref packed:v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) ) GLSL IR for linked fragment program 9: ( (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) vec4 packed:v_texCoord) (declare (uniform ) sampler2D s_texture) (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 (tex vec4 (var_ref s_texture) (swiz xy (var_ref packed:v_texCoord) ) 0 1 () ))) (assign (xyzw) (var_ref gl_FragColor) (var_ref vec_ctor) ) )) ) ) GLSL vertex shader 0 source for linked program 9: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL fragment shader 1 source for linked program 9: varying vec2 v_texCoord; uniform sampler2D s_texture; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = vec4(texColor.xyz, 1.0)); } GLSL source for vertex shader 10: attribute vec4 a_position; attribute float a_index; uniform mat4 matrix; uniform vec2 quad[4]; uniform vec4 vertexTexTransform; varying vec2 v_texCoord; void main(){ vec2 pos = quad[int(clamp(float(int(a_index)), 0.0, float(3)))]; (gl_Position = (matrix * vec4(pos, a_position.z, a_position.w))); (v_texCoord = ((pos.xy * vertexTexTransform.zw) + vertexTexTransform.xy)); } GLSL IR for shader 10: ( (declare (shader_in ) float gl_FogCoord) (declare (shader_in ) vec4 gl_MultiTexCoord7) (declare (shader_in ) vec4 gl_MultiTexCoord6) (declare (shader_in ) vec4 gl_MultiTexCoord5) (declare (shader_in ) vec4 gl_MultiTexCoord4) (declare (shader_in ) vec4 gl_MultiTexCoord3) (declare (shader_in ) vec4 gl_MultiTexCoord2) (declare (shader_in ) vec4 gl_MultiTexCoord1) (declare (shader_in ) vec4 gl_MultiTexCoord0) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) vec3 gl_Normal) (declare (shader_in ) vec4 gl_Vertex) (declare (shader_out ) vec4 gl_BackSecondaryColor) (declare (shader_out ) vec4 gl_FrontSecondaryColor) (declare (shader_out ) vec4 gl_BackColor) (declare (shader_out ) vec4 gl_FrontColor) (declare (shader_out ) vec4 gl_ClipVertex) (declare (shader_out ) float gl_FogFragCoord) (declare (shader_out ) (array vec4 0) gl_TexCoord) (declare (shader_out ) float gl_PointSize) (declare (shader_out ) vec4 gl_Position) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec2 v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) float clamp_retval) (call clamp (var_ref clamp_retval) ((expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) (constant float (3.000000)) )) (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (var_ref clamp_retval) ) ) ) (declare (temporary ) vec4 vec_ctor) (assign (xy) (var_ref vec_ctor) (var_ref assignment_tmp) ) (assign (z) (var_ref vec_ctor) (swiz z (var_ref a_position) )) (assign (w) (var_ref vec_ctor) (swiz w (var_ref a_position) )) (assign (xyzw) (var_ref gl_Position) (expression vec4 * (var_ref matrix) (var_ref vec_ctor) ) ) (assign (xy) (var_ref v_texCoord) (expression vec2 + (expression vec2 * (var_ref assignment_tmp) (swiz zw (var_ref vertexTexTransform) )) (swiz xy (var_ref vertexTexTransform) )) ) )) ) (function clamp (signature float (parameters (declare (in ) float x) (declare (in ) float minVal) (declare (in ) float maxVal) ) ( )) ) ) GLSL source for fragment shader 11: varying vec2 v_texCoord; uniform sampler2D s_texture; uniform float alpha; void main(){ vec4 texColor = texture2D(s_texture, v_texCoord); (gl_FragColor = (texColor * alpha)); } GLSL IR for shader 11: ( (declare (shader_out ) float gl_FragDepth) (declare (shader_out ) (array vec4 8) gl_FragData) (declare (shader_out ) vec4 gl_FragColor) (declare (shader_in ) bool gl_FrontFacing) (declare (shader_in ) vec4 gl_FragCoord) (declare (shader_in ) vec4 gl_SecondaryColor) (declare (shader_in ) vec4 gl_Color) (declare (shader_in ) float gl_FogFragCoord) (declare (shader_in ) (array vec4 0) gl_TexCoord) (declare (uniform ) gl_FogParameters gl_Fog) (declare (uniform ) (array vec4 8) gl_ObjectPlaneQ) (declare (uniform ) (array vec4 8) gl_ObjectPlaneR) (declare (uniform ) (array vec4 8) gl_ObjectPlaneT) (declare (uniform ) (array vec4 8) gl_ObjectPlaneS) (declare (uniform ) (array vec4 8) gl_EyePlaneQ) (declare (uniform ) (array vec4 8) gl_EyePlaneR) (declare (uniform ) (array vec4 8) gl_EyePlaneT) (declare (uniform ) (array vec4 8) gl_EyePlaneS) (declare (uniform ) (array vec4 8) gl_TextureEnvColor) (declare (uniform ) (array gl_LightProducts 8) gl_BackLightProduct) (declare (uniform ) (array gl_LightProducts 8) gl_FrontLightProduct) (declare (uniform ) gl_LightModelProducts gl_BackLightModelProduct) (declare (uniform ) gl_LightModelProducts gl_FrontLightModelProduct) (declare (uniform ) (array gl_LightSourceParameters 8) gl_LightSource) (declare (uniform ) gl_MaterialParameters gl_BackMaterial) (declare (uniform ) gl_MaterialParameters gl_FrontMaterial) (declare (uniform ) gl_PointParameters gl_Point) (declare (uniform ) (array vec4 8) gl_ClipPlane) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverseTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixTranspose) (declare (uniform ) (array mat4 8) gl_TextureMatrixInverse) (declare (uniform ) (array mat4 8) gl_TextureMatrix) (declare (uniform ) vec4 gl_FogParamsOptimizedMESA) (declare (uniform ) vec2 gl_BumpRotMatrix1MESA) (declare (uniform ) vec2 gl_BumpRotMatrix0MESA) (declare (uniform ) gl_LightModelParameters gl_LightModel) (declare (uniform ) float gl_NormalScale) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixInverseTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ProjectionMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewMatrixTranspose) (declare (uniform ) mat4 gl_ModelViewProjectionMatrixInverse) (declare (uniform ) mat4 gl_ProjectionMatrixInverse) (declare (uniform ) mat4 gl_ModelViewMatrixInverse) (declare (uniform ) mat3 gl_NormalMatrix) (declare (uniform ) mat4 gl_ModelViewProjectionMatrix) (declare (uniform ) mat4 gl_ProjectionMatrix) (declare (uniform ) mat4 gl_ModelViewMatrix) (declare (uniform ) (array vec4 56) gl_CurrentAttribFragMESA) (declare (uniform ) (array vec4 33) gl_CurrentAttribVertMESA) (declare (uniform ) gl_DepthRangeParameters gl_DepthRange) (declare (uniform ) int gl_NumSamples) (declare () int gl_MaxTextureCoords) (declare () int gl_MaxTextureUnits) (declare () int gl_MaxClipPlanes) (declare () int gl_MaxLights) (declare () int gl_MaxFragmentUniformComponents) (declare () int gl_MaxVaryingFloats) (declare () int gl_MaxVertexUniformComponents) (declare () int gl_MaxDrawBuffers) (declare () int gl_MaxTextureImageUnits) (declare () int gl_MaxCombinedTextureImageUnits) (declare () int gl_MaxVertexTextureImageUnits) (declare () int gl_MaxVertexAttribs) (declare (shader_in ) vec2 v_texCoord) (declare (uniform ) sampler2D s_texture) (declare (uniform ) float alpha) (function main (signature void (parameters ) ( (declare (temporary ) vec4 texture2D_retval) (call texture2D (var_ref texture2D_retval) ((var_ref s_texture) (var_ref v_texCoord) )) (assign (xyzw) (var_ref gl_FragColor) (expression vec4 * (var_ref texture2D_retval) (var_ref alpha) ) ) )) ) (function texture2D (signature vec4 (parameters (declare (in ) sampler2D sampler) (declare (in ) vec2 P) ) ( )) ) ) GLSL IR for linked vertex program 12: ( (declare (shader_out ) vec4 gl_Position) (declare (shader_in ) vec4 a_position) (declare (shader_in ) float a_index) (declare (uniform ) mat4 matrix) (declare (uniform ) (array vec2 4) quad) (declare (uniform ) vec4 vertexTexTransform) (declare (shader_out ) vec4 packed:v_texCoord) (function main (signature void (parameters ) ( (declare (temporary ) vec2 assignment_tmp) (assign (xy) (var_ref assignment_tmp) (array_ref (var_ref quad) (expression int f2i (expression float min (expression float max (expression float i2f (expression int f2i (var_ref a_index) ) ) (constant float (0.0)) ) (constant float (3.000000)) ) ) ) ) (assign (xyzw) (var_ref gl_Position) (expression vec4 + (expr