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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