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