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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