1link.multiBlocksInvalid.0.0.vert 2Shader version: 430 30:? Sequence 40:34 Function Definition: main( ( global void) 50:34 Function Parameters: 60:36 Sequence 70:36 move second child to first child ( temp 4-component vector of float) 80:36 'oColor' ( smooth out 4-component vector of float) 90:36 component-wise multiply ( temp 4-component vector of float) 100:36 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 110:36 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 120:36 Constant: 130:36 0 (const int) 140:36 Function Call: getColor2( ( global 4-component vector of float) 150:37 move second child to first child ( temp 4-component vector of float) 160:37 v1: direct index for structure ( out 4-component vector of float) 170:37 'oV' ( out block{ out 4-component vector of float v1}) 180:37 Constant: 190:37 0 (const int) 200:37 add ( temp 4-component vector of float) 210:37 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 220:37 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 230:37 Constant: 240:37 0 (const int) 250:37 color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float) 260:37 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) 270:37 Constant: 280:37 0 (const int) 290:39 move second child to first child ( temp 4-component vector of float) 300:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 310:39 '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, 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}) 320:39 Constant: 330:39 0 (const uint) 340:39 matrix-times-vector ( temp 4-component vector of float) 350:39 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 360:39 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 370:39 Constant: 380:39 0 (const int) 390:39 Function Call: getWorld( ( global 4-component vector of float) 400:? Linker Objects 410:? 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 420:? 'oV' ( out block{ out 4-component vector of float v1}) 430:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 440:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) 450:? 'oColor' ( smooth out 4-component vector of float) 460:? '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, 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}) 470:? 'gl_VertexID' ( gl_VertexId int VertexId) 480:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 49 50link.multiBlocksInvalid.0.1.vert 51Shader version: 430 520:? Sequence 530:21 Function Definition: getColor2( ( global 4-component vector of float) 540:21 Function Parameters: 550:23 Sequence 560:23 Branch: Return with expression 570:23 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 580:23 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 590:23 Constant: 600:23 0 (const int) 610:26 Function Definition: getWorld( ( global 4-component vector of float) 620:26 Function Parameters: 630:28 Sequence 640:28 Branch: Return with expression 650:28 matrix-times-vector ( temp 4-component vector of float) 660:28 uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 670:28 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) 680:28 Constant: 690:28 0 (const int) 700:28 'P' ( in 4-component vector of float) 710:29 move second child to first child ( temp 4-component vector of float) 720:29 v2: direct index for structure ( out 4-component vector of float) 730:29 'oVert' ( out block{ out 4-component vector of float v2}) 740:29 Constant: 750:29 0 (const int) 760:29 Constant: 770:29 1.000000 780:29 1.000000 790:29 1.000000 800:29 1.000000 810:? Linker Objects 820:? 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 830:? 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) 840:? 'oVert' ( out block{ out 4-component vector of float v2}) 850:? 'P' ( in 4-component vector of float) 860:? 'gl_VertexID' ( gl_VertexId int VertexId) 870:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 88 89 90Linked vertex stage: 91 92ERROR: Linking vertex stage: Types must match: 93WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 94 uC: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}" 95ERROR: Linking vertex stage: Types must match: 96ERROR: Linking vertex stage: Storage qualifiers must match: 97ERROR: Linking vertex stage: Layout qualification must match: 98 uBufC: "layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}" 99ERROR: Linking vertex stage: Types must match: 100WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 101 uD: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus uDefaultB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}" 102ERROR: Linking vertex stage: Types must match: 103WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 104 oV: " out block{ out 4-component vector of float v1}" versus oVert: " out block{ out 4-component vector of float v2}" 105 106Shader version: 430 1070:? Sequence 1080:34 Function Definition: main( ( global void) 1090:34 Function Parameters: 1100:36 Sequence 1110:36 move second child to first child ( temp 4-component vector of float) 1120:36 'oColor' ( smooth out 4-component vector of float) 1130:36 component-wise multiply ( temp 4-component vector of float) 1140:36 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1150:36 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 1160:36 Constant: 1170:36 0 (const int) 1180:36 Function Call: getColor2( ( global 4-component vector of float) 1190:37 move second child to first child ( temp 4-component vector of float) 1200:37 v1: direct index for structure ( out 4-component vector of float) 1210:37 'oV' ( out block{ out 4-component vector of float v1}) 1220:37 Constant: 1230:37 0 (const int) 1240:37 add ( temp 4-component vector of float) 1250:37 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1260:37 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 1270:37 Constant: 1280:37 0 (const int) 1290:37 color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float) 1300:37 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) 1310:37 Constant: 1320:37 0 (const int) 1330:39 move second child to first child ( temp 4-component vector of float) 1340:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1350:39 '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, 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}) 1360:39 Constant: 1370:39 0 (const uint) 1380:39 matrix-times-vector ( temp 4-component vector of float) 1390:39 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1400:39 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 1410:39 Constant: 1420:39 0 (const int) 1430:39 Function Call: getWorld( ( global 4-component vector of float) 1440:21 Function Definition: getColor2( ( global 4-component vector of float) 1450:21 Function Parameters: 1460:23 Sequence 1470:23 Branch: Return with expression 1480:23 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1490:23 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 1500:23 Constant: 1510:23 0 (const int) 1520:26 Function Definition: getWorld( ( global 4-component vector of float) 1530:26 Function Parameters: 1540:28 Sequence 1550:28 Branch: Return with expression 1560:28 matrix-times-vector ( temp 4-component vector of float) 1570:28 uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1580:28 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) 1590:28 Constant: 1600:28 0 (const int) 1610:28 'P' ( in 4-component vector of float) 1620:29 move second child to first child ( temp 4-component vector of float) 1630:29 v2: direct index for structure ( out 4-component vector of float) 1640:29 'oVert' ( out block{ out 4-component vector of float v2}) 1650:29 Constant: 1660:29 0 (const int) 1670:29 Constant: 1680:29 1.000000 1690:29 1.000000 1700:29 1.000000 1710:29 1.000000 1720:? Linker Objects 1730:? 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 1740:? 'oV' ( out block{ out 4-component vector of float v1}) 1750:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) 1760:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) 1770:? 'oColor' ( smooth out 4-component vector of float) 1780:? '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, 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}) 1790:? 'gl_VertexID' ( gl_VertexId int VertexId) 1800:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 1810:? 'P' ( in 4-component vector of float) 182 183