460.frag
Shader version: 460
0:? Sequence
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:12    Sequence
0:12      interpolateAtCentroid ( global 4-component vector of float)
0:12        v: direct index for structure ( global 4-component vector of float)
0:12          's' ( smooth in structure{ global float f,  global 4-component vector of float v})
0:12          Constant:
0:12            1 (const int)
0:14      move second child to first child ( temp bool)
0:14        'b1' ( temp bool)
0:14        anyInvocation ( global bool)
0:14          'b1' ( temp bool)
0:15      move second child to first child ( temp bool)
0:15        'b1' ( temp bool)
0:15        allInvocations ( global bool)
0:15          'b1' ( temp bool)
0:16      move second child to first child ( temp bool)
0:16        'b1' ( temp bool)
0:16        allInvocationsEqual ( global bool)
0:16          'b1' ( temp bool)
0:?   Linker Objects
0:?     's' ( smooth in structure{ global float f,  global 4-component vector of float v})


Linked fragment stage:


Shader version: 460
0:? Sequence
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:12    Sequence
0:12      interpolateAtCentroid ( global 4-component vector of float)
0:12        v: direct index for structure ( global 4-component vector of float)
0:12          's' ( smooth in structure{ global float f,  global 4-component vector of float v})
0:12          Constant:
0:12            1 (const int)
0:14      move second child to first child ( temp bool)
0:14        'b1' ( temp bool)
0:14        anyInvocation ( global bool)
0:14          'b1' ( temp bool)
0:15      move second child to first child ( temp bool)
0:15        'b1' ( temp bool)
0:15        allInvocations ( global bool)
0:15          'b1' ( temp bool)
0:16      move second child to first child ( temp bool)
0:16        'b1' ( temp bool)
0:16        allInvocationsEqual ( global bool)
0:16          'b1' ( temp bool)
0:?   Linker Objects
0:?     's' ( smooth in structure{ global float f,  global 4-component vector of float v})

