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, 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}) 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, 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}) 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 stage: Matched shader interfaces are using different instance names. 87 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}" versus 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}" 88WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 89 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}" versus 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}" 90WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. 91 b: " out block{ out 4-component vector of float v1, out 4-component vector of float v2}" versus c: " out block{ out 4-component vector of float v1, out 4-component vector of float v2}" 92 93Shader version: 430 940:? Sequence 950:26 Function Definition: main( ( global void) 960:26 Function Parameters: 970:28 Sequence 980:28 move second child to first child ( temp 4-component vector of float) 990:28 'oColor' ( smooth out 4-component vector of float) 1000:28 component-wise multiply ( temp 4-component vector of float) 1010:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1020:28 '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}) 1030:28 Constant: 1040:28 0 (const int) 1050:28 Function Call: getColor2( ( global 4-component vector of float) 1060:29 move second child to first child ( temp 4-component vector of float) 1070:29 v1: direct index for structure ( out 4-component vector of float) 1080:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1090:29 Constant: 1100:29 0 (const int) 1110:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 1120:29 '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}) 1130:29 Constant: 1140:29 0 (const int) 1150:31 move second child to first child ( temp 4-component vector of float) 1160:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 1170:31 '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, 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}) 1180:31 Constant: 1190:31 0 (const uint) 1200:31 matrix-times-vector ( temp 4-component vector of float) 1210:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 1220:31 '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}) 1230:31 Constant: 1240:31 0 (const int) 1250:31 Function Call: getWorld( ( global 4-component vector of float) 1260:24 Function Definition: getColor2( ( global 4-component vector of float) 1270:24 Function Parameters: 1280:26 Sequence 1290:26 Branch: Return with expression 1300:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 1310:26 '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}) 1320:26 Constant: 1330:26 1 (const int) 1340:29 Function Definition: getWorld( ( global 4-component vector of float) 1350:29 Function Parameters: 1360:31 Sequence 1370:31 Branch: Return with expression 1380:31 matrix-times-vector ( temp 4-component vector of float) 1390:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 1400:31 '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}) 1410:31 Constant: 1420:31 1 (const int) 1430:31 'P' ( in 4-component vector of float) 1440:32 move second child to first child ( temp 4-component vector of float) 1450:32 v2: direct index for structure ( out 4-component vector of float) 1460:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1470:32 Constant: 1480:32 1 (const int) 1490:32 Constant: 1500:32 1.000000 1510:32 1.000000 1520:32 1.000000 1530:32 1.000000 1540:? Linker Objects 1550:? '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}) 1560:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 1570:? '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}) 1580:? 'oColor' ( smooth out 4-component vector of float) 1590:? '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}) 1600:? 'gl_VertexID' ( gl_VertexId int VertexId) 1610:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 1620:? 'P' ( in 4-component vector of float) 163 164