1link.multiBlocksValid.1.0.vert 2Shader version: 430 30:? Sequence 40:26 Function Definition: main( ( global void) 50:26 Function Parameters: 60:28 Sequence 70:28 move second child to first child ( temp 4-component vector of float) 80:28 'oColor' ( smooth out 4-component vector of float) 90:28 component-wise multiply ( temp 4-component vector of float) 100:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 110:28 'c' (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}) 120:28 Constant: 130:28 0 (const int) 140:28 Function Call: getColor2( ( global 4-component vector of float) 150:29 move second child to first child ( temp 4-component vector of float) 160:29 v1: direct index for structure ( out 4-component vector of float) 170:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 180:29 Constant: 190:29 0 (const int) 200:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 210:29 'c' (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}) 220:29 Constant: 230:29 0 (const int) 240:31 move second child to first child ( temp 4-component vector of float) 250:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 260:31 '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}) 270:31 Constant: 280:31 0 (const uint) 290:31 matrix-times-vector ( temp 4-component vector of float) 300:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 310:31 'a' (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}) 320:31 Constant: 330:31 0 (const int) 340:31 Function Call: getWorld( ( global 4-component vector of float) 350:? Linker Objects 360:? 'a' (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}) 370:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 380:? 'c' (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}) 390:? 'oColor' ( smooth out 4-component vector of float) 400:? '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}) 410:? 'gl_VertexID' ( gl_VertexId int VertexId) 420:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 43 44link.multiBlocksValid.1.1.vert 45Shader version: 430 460:? Sequence 470:24 Function Definition: getColor2( ( global 4-component vector of float) 480:24 Function Parameters: 490:26 Sequence 500:26 Branch: Return with expression 510:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 520:26 'a' (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}) 530:26 Constant: 540:26 1 (const int) 550:29 Function Definition: getWorld( ( global 4-component vector of float) 560:29 Function Parameters: 570:31 Sequence 580:31 Branch: Return with expression 590:31 matrix-times-vector ( temp 4-component vector of float) 600:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 610:31 'b' (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}) 620:31 Constant: 630:31 1 (const int) 640:31 'P' ( in 4-component vector of float) 650:32 move second child to first child ( temp 4-component vector of float) 660:32 v2: direct index for structure ( out 4-component vector of float) 670:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 680:32 Constant: 690:32 1 (const int) 700:32 Constant: 710:32 1.000000 720:32 1.000000 730:32 1.000000 740:32 1.000000 750:? Linker Objects 760:? 'a' (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}) 770:? 'b' (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}) 780:? 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 790:? 'P' ( in 4-component vector of float) 800:? 'gl_VertexID' ( gl_VertexId int VertexId) 810:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 82 83 84Linked vertex stage: 85 86WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names. 87 vertex stage: Block: ColorBlock Instance: c: "" 88 vertex stage: Block: ColorBlock Instance: a: "" 89WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names. 90 vertex stage: Block: Block Instance: a: "" 91 vertex stage: Block: Block Instance: b: "" 92WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names. 93 vertex stage: Block: Vertex Instance: b: "" 94 vertex stage: Block: Vertex Instance: c: "" 95 96Shader version: 430 970:? Sequence 980:26 Function Definition: main( ( global void) 990:26 Function Parameters: 1000:28 Sequence 1010:28 move second child to first child ( temp 4-component vector of float) 1020:28 'oColor' ( smooth out 4-component vector of float) 1030:28 component-wise multiply ( temp 4-component vector of float) 1040:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1050:28 'c' (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}) 1060:28 Constant: 1070:28 0 (const int) 1080:28 Function Call: getColor2( ( global 4-component vector of float) 1090:29 move second child to first child ( temp 4-component vector of float) 1100:29 v1: direct index for structure ( out 4-component vector of float) 1110:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1120:29 Constant: 1130:29 0 (const int) 1140:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1150:29 'c' (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}) 1160:29 Constant: 1170:29 0 (const int) 1180:31 move second child to first child ( temp 4-component vector of float) 1190:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1200:31 '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}) 1210:31 Constant: 1220:31 0 (const uint) 1230:31 matrix-times-vector ( temp 4-component vector of float) 1240:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1250:31 'a' (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}) 1260:31 Constant: 1270:31 0 (const int) 1280:31 Function Call: getWorld( ( global 4-component vector of float) 1290:24 Function Definition: getColor2( ( global 4-component vector of float) 1300:24 Function Parameters: 1310:26 Sequence 1320:26 Branch: Return with expression 1330:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 1340:26 'a' (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}) 1350:26 Constant: 1360:26 1 (const int) 1370:29 Function Definition: getWorld( ( global 4-component vector of float) 1380:29 Function Parameters: 1390:31 Sequence 1400:31 Branch: Return with expression 1410:31 matrix-times-vector ( temp 4-component vector of float) 1420:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 1430:31 'b' (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}) 1440:31 Constant: 1450:31 1 (const int) 1460:31 'P' ( in 4-component vector of float) 1470:32 move second child to first child ( temp 4-component vector of float) 1480:32 v2: direct index for structure ( out 4-component vector of float) 1490:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1500:32 Constant: 1510:32 1 (const int) 1520:32 Constant: 1530:32 1.000000 1540:32 1.000000 1550:32 1.000000 1560:32 1.000000 1570:? Linker Objects 1580:? 'a' (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}) 1590:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1600:? 'c' (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}) 1610:? 'oColor' ( smooth out 4-component vector of float) 1620:? '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}) 1630:? 'gl_VertexID' ( gl_VertexId int VertexId) 1640:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 1650:? 'P' ( in 4-component vector of float) 166 167