1link.multiAnonBlocksValid.0.0.vert 2Shader version: 430 30:? Sequence 40:32 Function Definition: main( ( global void) 50:32 Function Parameters: 60:34 Sequence 70:34 move second child to first child ( temp 4-component vector of float) 80:34 'oColor' ( smooth out 4-component vector of float) 90:34 component-wise multiply ( temp 4-component vector of float) 100:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 110:34 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 120:34 Constant: 130:34 0 (const uint) 140:34 Function Call: getColor2( ( global 4-component vector of float) 150:35 move second child to first child ( temp 4-component vector of float) 160:35 v1: direct index for structure ( out 4-component vector of float) 170:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 180:35 Constant: 190:35 0 (const uint) 200:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 210:35 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 220:35 Constant: 230:35 0 (const uint) 240:37 move second child to first child ( temp 4-component vector of float) 250:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 260:37 'anon@3' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) 270:37 Constant: 280:37 0 (const uint) 290:37 matrix-times-vector ( temp 4-component vector of float) 300:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 310:37 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 320:37 Constant: 330:37 0 (const uint) 340:37 Function Call: getWorld( ( global 4-component vector of float) 350:? Linker Objects 360:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 370:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 380:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 390:? 'oColor' ( smooth out 4-component vector of float) 400:? 'anon@3' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance}) 410:? 'gl_VertexID' ( gl_VertexId int VertexId) 420:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 43 44link.multiAnonBlocksValid.0.1.vert 45Shader version: 430 460:? Sequence 470:24 Function Definition: getColor2( ( global 4-component vector of float) 480:24 Function Parameters: 490:26 Sequence 500:26 Branch: Return with expression 510:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 520:26 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 530:26 Constant: 540:26 1 (const uint) 550:29 Function Definition: getWorld( ( global 4-component vector of float) 560:29 Function Parameters: 570:31 Sequence 580:31 Branch: Return with expression 590:31 matrix-times-vector ( temp 4-component vector of float) 600:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 610:31 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 620:31 Constant: 630:31 1 (const uint) 640:31 'P' ( in 4-component vector of float) 650:32 move second child to first child ( temp 4-component vector of float) 660:32 v2: direct index for structure ( out 4-component vector of float) 670:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 680:32 Constant: 690:32 1 (const uint) 700:32 Constant: 710:32 1.000000 720:32 1.000000 730:32 1.000000 740:32 1.000000 750:? Linker Objects 760:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 770:? 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 780:? 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 790:? 'P' ( in 4-component vector of float) 800:? 'gl_VertexID' ( gl_VertexId int VertexId) 810:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 82 83 84Linked vertex stage: 85 86 87Shader version: 430 880:? Sequence 890:32 Function Definition: main( ( global void) 900:32 Function Parameters: 910:34 Sequence 920:34 move second child to first child ( temp 4-component vector of float) 930:34 'oColor' ( smooth out 4-component vector of float) 940:34 component-wise multiply ( temp 4-component vector of float) 950:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 960:34 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 970:34 Constant: 980:34 0 (const uint) 990:34 Function Call: getColor2( ( global 4-component vector of float) 1000:35 move second child to first child ( temp 4-component vector of float) 1010:35 v1: direct index for structure ( out 4-component vector of float) 1020:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1030:35 Constant: 1040:35 0 (const uint) 1050:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1060:35 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 1070:35 Constant: 1080:35 0 (const uint) 1090:37 move second child to first child ( temp 4-component vector of float) 1100:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1110:37 'anon@3' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) 1120:37 Constant: 1130:37 0 (const uint) 1140:37 matrix-times-vector ( temp 4-component vector of float) 1150:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1160:37 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 1170:37 Constant: 1180:37 0 (const uint) 1190:37 Function Call: getWorld( ( global 4-component vector of float) 1200:24 Function Definition: getColor2( ( global 4-component vector of float) 1210:24 Function Parameters: 1220:26 Sequence 1230:26 Branch: Return with expression 1240:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 1250:26 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 1260:26 Constant: 1270:26 1 (const uint) 1280:29 Function Definition: getWorld( ( global 4-component vector of float) 1290:29 Function Parameters: 1300:31 Sequence 1310:31 Branch: Return with expression 1320:31 matrix-times-vector ( temp 4-component vector of float) 1330:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 1340:31 'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 1350:31 Constant: 1360:31 1 (const uint) 1370:31 'P' ( in 4-component vector of float) 1380:32 move second child to first child ( temp 4-component vector of float) 1390:32 v2: direct index for structure ( out 4-component vector of float) 1400:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1410:32 Constant: 1420:32 1 (const uint) 1430:32 Constant: 1440:32 1.000000 1450:32 1.000000 1460:32 1.000000 1470:32 1.000000 1480:? Linker Objects 1490:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}) 1500:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1510:? 'anon@2' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2}) 1520:? 'oColor' ( smooth out 4-component vector of float) 1530:? 'anon@3' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance}) 1540:? 'gl_VertexID' ( gl_VertexId int VertexId) 1550:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 1560:? 'P' ( in 4-component vector of float) 157 158