link.multiAnonBlocksInvalid.0.0.vert ERROR: 0:22: 'ColorBlock' : nameless block contains a member that already has a name at global scope ERROR: 0:42: 'v1' : redefinition ERROR: 0:43: 'uProj' : redefinition ERROR: 3 compilation errors. No code generated. Shader version: 430 ERROR: node is still EOpNull! 0:46 Function Definition: main( ( global void) 0:46 Function Parameters: 0:48 Sequence 0:48 move second child to first child ( temp 4-component vector of float) 0:48 'oColor' ( smooth out 4-component vector of float) 0:48 component-wise multiply ( temp 4-component vector of float) 0:48 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:48 '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}) 0:48 Constant: 0:48 0 (const uint) 0:48 Function Call: getColor2( ( global 4-component vector of float) 0:49 move second child to first child ( temp 4-component vector of float) 0:49 v1: direct index for structure ( out 4-component vector of float) 0:49 'anon@2' ( out block{ out 4-component vector of float v1}) 0:49 Constant: 0:49 0 (const uint) 0:49 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:49 '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}) 0:49 Constant: 0:49 0 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:51 '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}) 0:51 Constant: 0:51 0 (const uint) 0:51 matrix-times-vector ( temp 4-component vector of float) 0:51 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 0:51 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 0:51 Constant: 0:51 0 (const uint) 0:51 Function Call: getWorld( ( global 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}) 0:? 'anon@2' ( out block{ out 4-component vector of float v1}) 0:? 'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 0:? 'oColor' ( smooth out 4-component vector of float) 0:? '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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) link.multiAnonBlocksInvalid.0.1.vert Shader version: 430 0:? Sequence 0:38 Function Definition: getColor2( ( global 4-component vector of float) 0:38 Function Parameters: 0:40 Sequence 0:40 Branch: Return with expression 0:40 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:40 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 0:40 Constant: 0:40 0 (const uint) 0:43 Function Definition: getWorld( ( global 4-component vector of float) 0:43 Function Parameters: 0:45 Sequence 0:45 Branch: Return with expression 0:45 matrix-times-vector ( temp 4-component vector of float) 0:45 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:45 'P' ( in 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float) 0:46 v2: direct index for structure ( out 4-component vector of float) 0:46 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: 0:46 1.000000 0:46 1.000000 0:46 1.000000 0:46 1.000000 0:? Linker Objects 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 0:? '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}) 0:? 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:? 'anon@3' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a}) 0:? 'anon@4' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 0:? 'P' ( in 4-component vector of float) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: ERROR: Linking vertex and vertex stages: vertex block member has no corresponding member in vertex block: vertex stage: Block: Block, Member: uWorld vertex stage: Block: Block, Member: n/a ERROR: Linking vertex and vertex stages: vertex block member has no corresponding member in vertex block: vertex stage: Block: Vertex, Member: v2 vertex stage: Block: Vertex, Member: n/a ERROR: Linking vertex and vertex stages: Member names and types must match: Block: BufferBlock vertex stage: " vec4 b" vertex stage: " vec4 a" ERROR: Linking vertex and vertex stages: Matched Uniform or Storage blocks must all be anonymous, or all be named: WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names. vertex stage: Block: NamedBlock Instance: myName: "" vertex stage: Block: NamedBlock Instance: anon@4: "" Shader version: 430 ERROR: node is still EOpNull! 0:46 Function Definition: main( ( global void) 0:46 Function Parameters: 0:48 Sequence 0:48 move second child to first child ( temp 4-component vector of float) 0:48 'oColor' ( smooth out 4-component vector of float) 0:48 component-wise multiply ( temp 4-component vector of float) 0:48 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:48 '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}) 0:48 Constant: 0:48 0 (const uint) 0:48 Function Call: getColor2( ( global 4-component vector of float) 0:49 move second child to first child ( temp 4-component vector of float) 0:49 v1: direct index for structure ( out 4-component vector of float) 0:49 'anon@2' ( out block{ out 4-component vector of float v1}) 0:49 Constant: 0:49 0 (const uint) 0:49 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:49 '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}) 0:49 Constant: 0:49 0 (const uint) 0:51 move second child to first child ( temp 4-component vector of float) 0:51 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:51 '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}) 0:51 Constant: 0:51 0 (const uint) 0:51 matrix-times-vector ( temp 4-component vector of float) 0:51 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 0:51 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 0:51 Constant: 0:51 0 (const uint) 0:51 Function Call: getWorld( ( global 4-component vector of float) 0:38 Function Definition: getColor2( ( global 4-component vector of float) 0:38 Function Parameters: 0:40 Sequence 0:40 Branch: Return with expression 0:40 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:40 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 0:40 Constant: 0:40 0 (const uint) 0:43 Function Definition: getWorld( ( global 4-component vector of float) 0:43 Function Parameters: 0:45 Sequence 0:45 Branch: Return with expression 0:45 matrix-times-vector ( temp 4-component vector of float) 0:45 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 0:45 '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}) 0:45 Constant: 0:45 1 (const uint) 0:45 'P' ( in 4-component vector of float) 0:46 move second child to first child ( temp 4-component vector of float) 0:46 v2: direct index for structure ( out 4-component vector of float) 0:46 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:46 Constant: 0:46 1 (const uint) 0:46 Constant: 0:46 1.000000 0:46 1.000000 0:46 1.000000 0:46 1.000000 0:? Linker Objects 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) 0:? 'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}) 0:? 'anon@2' ( out block{ out 4-component vector of float v1}) 0:? 'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}) 0:? 'oColor' ( smooth out 4-component vector of float) 0:? '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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) 0:? 'P' ( in 4-component vector of float)