| link.multiBlocksInvalid.0.0.vert |
| Shader version: 430 |
| 0:? Sequence |
| 0:34 Function Definition: main( ( global void) |
| 0:34 Function Parameters: |
| 0:36 Sequence |
| 0:36 move second child to first child ( temp 4-component vector of float) |
| 0:36 'oColor' ( smooth out 4-component vector of float) |
| 0:36 component-wise multiply ( temp 4-component vector of float) |
| 0:36 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:36 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:36 Constant: |
| 0:36 0 (const int) |
| 0:36 Function Call: getColor2( ( global 4-component vector of float) |
| 0:37 move second child to first child ( temp 4-component vector of float) |
| 0:37 v1: direct index for structure ( out 4-component vector of float) |
| 0:37 'oV' ( out block{ out 4-component vector of float v1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:37 add ( temp 4-component vector of float) |
| 0:37 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:37 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:37 color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float) |
| 0:37 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:39 move second child to first child ( temp 4-component vector of float) |
| 0:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:39 '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}) |
| 0:39 Constant: |
| 0:39 0 (const uint) |
| 0:39 matrix-times-vector ( temp 4-component vector of float) |
| 0:39 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) |
| 0:39 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) |
| 0:39 Constant: |
| 0:39 0 (const int) |
| 0:39 Function Call: getWorld( ( global 4-component vector of float) |
| 0:? Linker Objects |
| 0:? 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) |
| 0:? 'oV' ( out block{ out 4-component vector of float v1}) |
| 0:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) |
| 0:? 'oColor' ( smooth out 4-component vector of float) |
| 0:? '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}) |
| 0:? 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) |
| |
| link.multiBlocksInvalid.0.1.vert |
| Shader version: 430 |
| 0:? Sequence |
| 0:21 Function Definition: getColor2( ( global 4-component vector of float) |
| 0:21 Function Parameters: |
| 0:23 Sequence |
| 0:23 Branch: Return with expression |
| 0:23 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:23 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) |
| 0:23 Constant: |
| 0:23 0 (const int) |
| 0:26 Function Definition: getWorld( ( global 4-component vector of float) |
| 0:26 Function Parameters: |
| 0:28 Sequence |
| 0:28 Branch: Return with expression |
| 0:28 matrix-times-vector ( temp 4-component vector of float) |
| 0:28 uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) |
| 0:28 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) |
| 0:28 Constant: |
| 0:28 0 (const int) |
| 0:28 'P' ( in 4-component vector of float) |
| 0:29 move second child to first child ( temp 4-component vector of float) |
| 0:29 v2: direct index for structure ( out 4-component vector of float) |
| 0:29 'oVert' ( out block{ out 4-component vector of float v2}) |
| 0:29 Constant: |
| 0:29 0 (const int) |
| 0:29 Constant: |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:? Linker Objects |
| 0:? 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) |
| 0:? 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) |
| 0:? 'oVert' ( out block{ out 4-component vector of float v2}) |
| 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 stage: Types must match: |
| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. |
| uC: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}" |
| ERROR: Linking vertex stage: Types must match: |
| ERROR: Linking vertex stage: Storage qualifiers must match: |
| ERROR: Linking vertex stage: Layout qualification must match: |
| uBufC: "layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}" |
| ERROR: Linking vertex stage: Types must match: |
| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. |
| uD: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus uDefaultB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}" |
| ERROR: Linking vertex stage: Types must match: |
| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. |
| oV: " out block{ out 4-component vector of float v1}" versus oVert: " out block{ out 4-component vector of float v2}" |
| |
| Shader version: 430 |
| 0:? Sequence |
| 0:34 Function Definition: main( ( global void) |
| 0:34 Function Parameters: |
| 0:36 Sequence |
| 0:36 move second child to first child ( temp 4-component vector of float) |
| 0:36 'oColor' ( smooth out 4-component vector of float) |
| 0:36 component-wise multiply ( temp 4-component vector of float) |
| 0:36 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:36 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:36 Constant: |
| 0:36 0 (const int) |
| 0:36 Function Call: getColor2( ( global 4-component vector of float) |
| 0:37 move second child to first child ( temp 4-component vector of float) |
| 0:37 v1: direct index for structure ( out 4-component vector of float) |
| 0:37 'oV' ( out block{ out 4-component vector of float v1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:37 add ( temp 4-component vector of float) |
| 0:37 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:37 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:37 color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float) |
| 0:37 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) |
| 0:37 Constant: |
| 0:37 0 (const int) |
| 0:39 move second child to first child ( temp 4-component vector of float) |
| 0:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) |
| 0:39 '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}) |
| 0:39 Constant: |
| 0:39 0 (const uint) |
| 0:39 matrix-times-vector ( temp 4-component vector of float) |
| 0:39 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) |
| 0:39 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) |
| 0:39 Constant: |
| 0:39 0 (const int) |
| 0:39 Function Call: getWorld( ( global 4-component vector of float) |
| 0:21 Function Definition: getColor2( ( global 4-component vector of float) |
| 0:21 Function Parameters: |
| 0:23 Sequence |
| 0:23 Branch: Return with expression |
| 0:23 color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) |
| 0:23 'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}) |
| 0:23 Constant: |
| 0:23 0 (const int) |
| 0:26 Function Definition: getWorld( ( global 4-component vector of float) |
| 0:26 Function Parameters: |
| 0:28 Sequence |
| 0:28 Branch: Return with expression |
| 0:28 matrix-times-vector ( temp 4-component vector of float) |
| 0:28 uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) |
| 0:28 'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}) |
| 0:28 Constant: |
| 0:28 0 (const int) |
| 0:28 'P' ( in 4-component vector of float) |
| 0:29 move second child to first child ( temp 4-component vector of float) |
| 0:29 v2: direct index for structure ( out 4-component vector of float) |
| 0:29 'oVert' ( out block{ out 4-component vector of float v2}) |
| 0:29 Constant: |
| 0:29 0 (const int) |
| 0:29 Constant: |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:29 1.000000 |
| 0:? Linker Objects |
| 0:? 'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}) |
| 0:? 'oV' ( out block{ out 4-component vector of float v1}) |
| 0:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}) |
| 0:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}) |
| 0:? 'oColor' ( smooth out 4-component vector of float) |
| 0:? '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}) |
| 0:? 'gl_VertexID' ( gl_VertexId int VertexId) |
| 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) |
| 0:? 'P' ( in 4-component vector of float) |
| |