1link.vk.pcNamingInvalid.0.0.vert 2Shader version: 450 30:? Sequence 40:16 Function Definition: main( ( global void) 50:16 Function Parameters: 60:18 Sequence 70:18 move second child to first child ( temp highp 4-component vector of float) 80:18 'oColor' ( smooth out highp 4-component vector of float) 90:18 component-wise multiply ( temp highp 4-component vector of float) 100:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 110:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 120:18 Constant: 130:18 2 (const int) 140:18 Function Call: getColor2( ( global highp 4-component vector of float) 150:20 move second child to first child ( temp highp 4-component vector of float) 160:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 170:20 'anon@0' ( 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, out unsized 1-element array of float CullDistance gl_CullDistance}) 180:20 Constant: 190:20 0 (const uint) 200:20 matrix-times-vector ( temp highp 4-component vector of float) 210:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 220:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 230:20 Constant: 240:20 1 (const int) 250:20 Function Call: getWorld( ( global highp 4-component vector of float) 260:? Linker Objects 270:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 280:? 'oColor' ( smooth out highp 4-component vector of float) 290:? 'anon@0' ( 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, out unsized 1-element array of float CullDistance gl_CullDistance}) 30 31link.vk.pcNamingInvalid.0.1.vert 32Shader version: 450 330:? Sequence 340:13 Function Definition: getColor2( ( global highp 4-component vector of float) 350:13 Function Parameters: 360:15 Sequence 370:15 Branch: Return with expression 380:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 390:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 400:15 Constant: 410:15 3 (const int) 420:18 Function Definition: getWorld( ( global highp 4-component vector of float) 430:18 Function Parameters: 440:20 Sequence 450:20 Branch: Return with expression 460:20 matrix-times-vector ( temp highp 4-component vector of float) 470:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 480:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 490:20 Constant: 500:20 0 (const int) 510:20 'P' ( in highp 4-component vector of float) 520:? Linker Objects 530:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 540:? 'P' ( in highp 4-component vector of float) 55 56 57Linked vertex stage: 58 59ERROR: Linking vertex stage: Only one push_constant block is allowed per stage 60 61Shader version: 450 620:? Sequence 630:16 Function Definition: main( ( global void) 640:16 Function Parameters: 650:18 Sequence 660:18 move second child to first child ( temp highp 4-component vector of float) 670:18 'oColor' ( smooth out highp 4-component vector of float) 680:18 component-wise multiply ( temp highp 4-component vector of float) 690:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 700:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 710:18 Constant: 720:18 2 (const int) 730:18 Function Call: getColor2( ( global highp 4-component vector of float) 740:20 move second child to first child ( temp highp 4-component vector of float) 750:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 760:20 'anon@0' ( 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, out 1-element array of float CullDistance gl_CullDistance}) 770:20 Constant: 780:20 0 (const uint) 790:20 matrix-times-vector ( temp highp 4-component vector of float) 800:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 810:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 820:20 Constant: 830:20 1 (const int) 840:20 Function Call: getWorld( ( global highp 4-component vector of float) 850:13 Function Definition: getColor2( ( global highp 4-component vector of float) 860:13 Function Parameters: 870:15 Sequence 880:15 Branch: Return with expression 890:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 900:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 910:15 Constant: 920:15 3 (const int) 930:18 Function Definition: getWorld( ( global highp 4-component vector of float) 940:18 Function Parameters: 950:20 Sequence 960:20 Branch: Return with expression 970:20 matrix-times-vector ( temp highp 4-component vector of float) 980:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 990:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 1000:20 Constant: 1010:20 0 (const int) 1020:20 'P' ( in highp 4-component vector of float) 1030:? Linker Objects 1040:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 1050:? 'oColor' ( smooth out highp 4-component vector of float) 1060:? 'anon@0' ( 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, out 1-element array of float CullDistance gl_CullDistance}) 1070:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 1080:? 'P' ( in highp 4-component vector of float) 109 110Validation failed 111SPIR-V is not generated for failed compile or link 112