1link.multiAnonBlocksInvalid.0.0.vert 2ERROR: 0:22: 'ColorBlock' : nameless block contains a member that already has a name at global scope 3ERROR: 0:42: 'v1' : redefinition 4ERROR: 0:43: 'uProj' : redefinition 5ERROR: 3 compilation errors. No code generated. 6 7 8Shader version: 430 9ERROR: node is still EOpNull! 100:46 Function Definition: main( ( global void) 110:46 Function Parameters: 120:48 Sequence 130:48 move second child to first child ( temp 4-component vector of float) 140:48 'oColor' ( smooth out 4-component vector of float) 150:48 component-wise multiply ( temp 4-component vector of float) 160:48 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 170:48 'anon@3' (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, layout( column_major std140 offset=32) uniform 4-component vector of float v1}) 180:48 Constant: 190:48 0 (const uint) 200:48 Function Call: getColor2( ( global 4-component vector of float) 210:49 move second child to first child ( temp 4-component vector of float) 220:49 v1: direct index for structure ( out 4-component vector of float) 230:49 'anon@2' ( out block{ out 4-component vector of float v1}) 240:49 Constant: 250:49 0 (const uint) 260:49 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 270:49 'anon@3' (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, layout( column_major std140 offset=32) uniform 4-component vector of float v1}) 280:49 Constant: 290:49 0 (const uint) 300:51 move second child to first child ( temp 4-component vector of float) 310:51 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 320:51 'anon@4' ( 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, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 330:51 Constant: 340:51 0 (const uint) 350:51 matrix-times-vector ( temp 4-component vector of float) 360:51 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 370:51 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 380:51 Constant: 390:51 0 (const uint) 400:51 Function Call: getWorld( ( global 4-component vector of float) 410:? Linker Objects 420:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 430:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}) 440:? 'anon@2' ( out block{ out 4-component vector of float v1}) 450:? 'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 460:? 'oColor' ( smooth out 4-component vector of float) 470:? 'anon@4' ( 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, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 480:? 'gl_VertexID' ( gl_VertexId int VertexId) 490:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 50 51link.multiAnonBlocksInvalid.0.1.vert 52Shader version: 430 530:? Sequence 540:38 Function Definition: getColor2( ( global 4-component vector of float) 550:38 Function Parameters: 560:40 Sequence 570:40 Branch: Return with expression 580:40 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 590:40 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 600:40 Constant: 610:40 0 (const uint) 620:43 Function Definition: getWorld( ( global 4-component vector of float) 630:43 Function Parameters: 640:45 Sequence 650:45 Branch: Return with expression 660:45 matrix-times-vector ( temp 4-component vector of float) 670:45 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 680:45 '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}) 690:45 Constant: 700:45 1 (const uint) 710:45 'P' ( in 4-component vector of float) 720:46 move second child to first child ( temp 4-component vector of float) 730:46 v2: direct index for structure ( out 4-component vector of float) 740:46 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 750:46 Constant: 760:46 1 (const uint) 770:46 Constant: 780:46 1.000000 790:46 1.000000 800:46 1.000000 810:46 1.000000 820:? Linker Objects 830:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 840:? '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}) 850:? 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 860:? 'anon@3' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a}) 870:? 'anon@4' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 880:? 'P' ( in 4-component vector of float) 890:? 'gl_VertexID' ( gl_VertexId int VertexId) 900:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 91 92 93Linked vertex stage: 94 95ERROR: Linking vertex stage: Types must match: 96 anon@0: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus 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}" 97ERROR: Linking vertex stage: Types must match: 98 anon@2: " out block{ out 4-component vector of float v1}" versus " out block{ out 4-component vector of float v1, out 4-component vector of float v2}" 99ERROR: Linking vertex stage: Types must match: 100 anon@1: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}" versus anon@3: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a}" 101ERROR: Linking vertex stage: Matched Uniform or Storage blocks must all be anonymous, or all be named: 102WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 103 myName: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}" versus anon@4: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}" 104 105Shader version: 430 106ERROR: node is still EOpNull! 1070:46 Function Definition: main( ( global void) 1080:46 Function Parameters: 1090:48 Sequence 1100:48 move second child to first child ( temp 4-component vector of float) 1110:48 'oColor' ( smooth out 4-component vector of float) 1120:48 component-wise multiply ( temp 4-component vector of float) 1130:48 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1140:48 'anon@3' (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, layout( column_major std140 offset=32) uniform 4-component vector of float v1}) 1150:48 Constant: 1160:48 0 (const uint) 1170:48 Function Call: getColor2( ( global 4-component vector of float) 1180:49 move second child to first child ( temp 4-component vector of float) 1190:49 v1: direct index for structure ( out 4-component vector of float) 1200:49 'anon@2' ( out block{ out 4-component vector of float v1}) 1210:49 Constant: 1220:49 0 (const uint) 1230:49 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1240:49 'anon@3' (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, layout( column_major std140 offset=32) uniform 4-component vector of float v1}) 1250:49 Constant: 1260:49 0 (const uint) 1270:51 move second child to first child ( temp 4-component vector of float) 1280:51 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1290:51 'anon@4' ( 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, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 1300:51 Constant: 1310:51 0 (const uint) 1320:51 matrix-times-vector ( temp 4-component vector of float) 1330:51 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1340:51 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 1350:51 Constant: 1360:51 0 (const uint) 1370:51 Function Call: getWorld( ( global 4-component vector of float) 1380:38 Function Definition: getColor2( ( global 4-component vector of float) 1390:38 Function Parameters: 1400:40 Sequence 1410:40 Branch: Return with expression 1420:40 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1430:40 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 1440:40 Constant: 1450:40 0 (const uint) 1460:43 Function Definition: getWorld( ( global 4-component vector of float) 1470:43 Function Parameters: 1480:45 Sequence 1490:45 Branch: Return with expression 1500:45 matrix-times-vector ( temp 4-component vector of float) 1510:45 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 1520:45 '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}) 1530:45 Constant: 1540:45 1 (const uint) 1550:45 'P' ( in 4-component vector of float) 1560:46 move second child to first child ( temp 4-component vector of float) 1570:46 v2: direct index for structure ( out 4-component vector of float) 1580:46 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1590:46 Constant: 1600:46 1 (const uint) 1610:46 Constant: 1620:46 1.000000 1630:46 1.000000 1640:46 1.000000 1650:46 1.000000 1660:? Linker Objects 1670:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 1680:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}) 1690:? 'anon@2' ( out block{ out 4-component vector of float v1}) 1700:? 'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 1710:? 'oColor' ( smooth out 4-component vector of float) 1720:? 'anon@4' ( 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, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord}) 1730:? 'gl_VertexID' ( gl_VertexId int VertexId) 1740:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 1750:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 1760:? 'P' ( in 4-component vector of float) 177 178