1link.vk.pcNamingValid.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' (layout( location=0) 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' (layout( location=0) 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.pcNamingValid.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 'b' (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 'b' (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' (layout( location=0) in highp 4-component vector of float) 520:? Linker Objects 530:? 'b' (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' (layout( location=0) in highp 4-component vector of float) 55 56 57Linked vertex stage: 58 59WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 60 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}" versus b: "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}" 61 62Shader version: 450 630:? Sequence 640:16 Function Definition: main( ( global void) 650:16 Function Parameters: 660:18 Sequence 670:18 move second child to first child ( temp highp 4-component vector of float) 680:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float) 690:18 component-wise multiply ( temp highp 4-component vector of float) 700:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 710:18 '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}) 720:18 Constant: 730:18 2 (const int) 740:18 Function Call: getColor2( ( global highp 4-component vector of float) 750:20 move second child to first child ( temp highp 4-component vector of float) 760:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 770:20 '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}) 780:20 Constant: 790:20 0 (const uint) 800:20 matrix-times-vector ( temp highp 4-component vector of float) 810:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 820:20 '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}) 830:20 Constant: 840:20 1 (const int) 850:20 Function Call: getWorld( ( global highp 4-component vector of float) 860:13 Function Definition: getColor2( ( global highp 4-component vector of float) 870:13 Function Parameters: 880:15 Sequence 890:15 Branch: Return with expression 900:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 910:15 'b' (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}) 920:15 Constant: 930:15 3 (const int) 940:18 Function Definition: getWorld( ( global highp 4-component vector of float) 950:18 Function Parameters: 960:20 Sequence 970:20 Branch: Return with expression 980:20 matrix-times-vector ( temp highp 4-component vector of float) 990:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 1000:20 'b' (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}) 1010:20 Constant: 1020:20 0 (const int) 1030:20 'P' (layout( location=0) in highp 4-component vector of float) 1040:? Linker Objects 1050:? '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}) 1060:? 'oColor' (layout( location=0) smooth out highp 4-component vector of float) 1070:? '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}) 1080:? 'P' (layout( location=0) in highp 4-component vector of float) 109 110// Module Version 10000 111// Generated by (magic number): 8000a 112// Id's are bound by 53 113 114 Capability Shader 115 1: ExtInstImport "GLSL.std.450" 116 MemoryModel Logical GLSL450 117 EntryPoint Vertex 4 "main" 14 31 48 118 Source GLSL 450 119 Name 4 "main" 120 Name 9 "getColor2(" 121 Name 11 "getWorld(" 122 Name 14 "oColor" 123 Name 16 "PCBlock" 124 MemberName 16(PCBlock) 0 "uWorld" 125 MemberName 16(PCBlock) 1 "uProj" 126 MemberName 16(PCBlock) 2 "color1" 127 MemberName 16(PCBlock) 3 "color2" 128 Name 18 "a" 129 Name 29 "gl_PerVertex" 130 MemberName 29(gl_PerVertex) 0 "gl_Position" 131 MemberName 29(gl_PerVertex) 1 "gl_PointSize" 132 MemberName 29(gl_PerVertex) 2 "gl_ClipDistance" 133 MemberName 29(gl_PerVertex) 3 "gl_CullDistance" 134 Name 31 "" 135 Name 48 "P" 136 Decorate 14(oColor) Location 0 137 MemberDecorate 16(PCBlock) 0 ColMajor 138 MemberDecorate 16(PCBlock) 0 Offset 0 139 MemberDecorate 16(PCBlock) 0 MatrixStride 16 140 MemberDecorate 16(PCBlock) 1 ColMajor 141 MemberDecorate 16(PCBlock) 1 Offset 64 142 MemberDecorate 16(PCBlock) 1 MatrixStride 16 143 MemberDecorate 16(PCBlock) 2 Offset 128 144 MemberDecorate 16(PCBlock) 3 Offset 144 145 Decorate 16(PCBlock) Block 146 MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position 147 MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize 148 MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance 149 MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance 150 Decorate 29(gl_PerVertex) Block 151 Decorate 48(P) Location 0 152 2: TypeVoid 153 3: TypeFunction 2 154 6: TypeFloat 32 155 7: TypeVector 6(float) 4 156 8: TypeFunction 7(fvec4) 157 13: TypePointer Output 7(fvec4) 158 14(oColor): 13(ptr) Variable Output 159 15: TypeMatrix 7(fvec4) 4 160 16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4) 161 17: TypePointer PushConstant 16(PCBlock) 162 18(a): 17(ptr) Variable PushConstant 163 19: TypeInt 32 1 164 20: 19(int) Constant 2 165 21: TypePointer PushConstant 7(fvec4) 166 26: TypeInt 32 0 167 27: 26(int) Constant 1 168 28: TypeArray 6(float) 27 16929(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28 170 30: TypePointer Output 29(gl_PerVertex) 171 31: 30(ptr) Variable Output 172 32: 19(int) Constant 0 173 33: 19(int) Constant 1 174 34: TypePointer PushConstant 15 175 40: 19(int) Constant 3 176 47: TypePointer Input 7(fvec4) 177 48(P): 47(ptr) Variable Input 178 4(main): 2 Function None 3 179 5: Label 180 22: 21(ptr) AccessChain 18(a) 20 181 23: 7(fvec4) Load 22 182 24: 7(fvec4) FunctionCall 9(getColor2() 183 25: 7(fvec4) FMul 23 24 184 Store 14(oColor) 25 185 35: 34(ptr) AccessChain 18(a) 33 186 36: 15 Load 35 187 37: 7(fvec4) FunctionCall 11(getWorld() 188 38: 7(fvec4) MatrixTimesVector 36 37 189 39: 13(ptr) AccessChain 31 32 190 Store 39 38 191 Return 192 FunctionEnd 193 9(getColor2(): 7(fvec4) Function None 8 194 10: Label 195 41: 21(ptr) AccessChain 18(a) 40 196 42: 7(fvec4) Load 41 197 ReturnValue 42 198 FunctionEnd 199 11(getWorld(): 7(fvec4) Function None 8 200 12: Label 201 45: 34(ptr) AccessChain 18(a) 32 202 46: 15 Load 45 203 49: 7(fvec4) Load 48(P) 204 50: 7(fvec4) MatrixTimesVector 46 49 205 ReturnValue 50 206 FunctionEnd 207