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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