GL_ARB_draw_instanced.vert Shader version: 150 Requested GL_ARB_draw_instanced 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'vertex' ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 divide ( temp 2-component vector of float) 0:12 vector swizzle ( temp 2-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 'va' ( in 64-element array of 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:12 Sequence 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 3.000000 0:12 vector swizzle ( temp 2-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 'va' ( in 64-element array of 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:12 Sequence 0:12 Constant: 0:12 2 (const int) 0:12 Constant: 0:12 3 (const int) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 indirect index ( temp 3-component vector of float) 0:12 'instanceOffsets' ( uniform 3-element array of 3-component vector of float) 0:12 'gl_InstanceID' ( gl_InstanceId int InstanceId) 0:12 Constant: 0:12 1.000000 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'color' ( smooth out 4-component vector of float) 0:13 Constant: 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:14 Sequence 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'i' ( temp int) 0:14 Constant: 0:14 1 (const int) 0:14 Loop with condition tested first 0:14 Loop Condition 0:14 Compare Less Than ( temp bool) 0:14 'i' ( temp int) 0:14 Constant: 0:14 64 (const int) 0:14 Loop Body 0:15 add second child into first child ( temp 4-component vector of float) 0:15 'color' ( smooth out 4-component vector of float) 0:15 indirect index ( temp 4-component vector of float) 0:15 'va' ( in 64-element array of 4-component vector of float) 0:15 'i' ( temp int) 0:14 Loop Terminal Expression 0:14 Post-Increment ( temp int) 0:14 'i' ( temp int) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 matrix-times-vector ( temp 4-component vector of float) 0:16 'gtf_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) 0:16 'vertex' ( temp 4-component vector of float) 0:17 move second child to first child ( temp float) 0:17 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:17 '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}) 0:17 Constant: 0:17 1 (const uint) 0:17 Constant: 0:17 1.000000 0:? Linker Objects 0:? 'gtf_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) 0:? 'instanceOffsets' ( uniform 3-element array of 3-component vector of float) 0:? 'va' ( in 64-element array of 4-component vector of float) 0:? 'color' ( 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: Shader version: 150 Requested GL_ARB_draw_instanced 0:? Sequence 0:10 Function Definition: main( ( global void) 0:10 Function Parameters: 0:12 Sequence 0:12 Sequence 0:12 move second child to first child ( temp 4-component vector of float) 0:12 'vertex' ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 divide ( temp 2-component vector of float) 0:12 vector swizzle ( temp 2-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 'va' ( in 64-element array of 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:12 Sequence 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 1 (const int) 0:12 Constant: 0:12 3.000000 0:12 vector swizzle ( temp 2-component vector of float) 0:12 direct index ( temp 4-component vector of float) 0:12 'va' ( in 64-element array of 4-component vector of float) 0:12 Constant: 0:12 0 (const int) 0:12 Sequence 0:12 Constant: 0:12 2 (const int) 0:12 Constant: 0:12 3 (const int) 0:12 Construct vec4 ( temp 4-component vector of float) 0:12 indirect index ( temp 3-component vector of float) 0:12 'instanceOffsets' ( uniform 3-element array of 3-component vector of float) 0:12 'gl_InstanceID' ( gl_InstanceId int InstanceId) 0:12 Constant: 0:12 1.000000 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'color' ( smooth out 4-component vector of float) 0:13 Constant: 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:13 0.000000 0:14 Sequence 0:14 Sequence 0:14 move second child to first child ( temp int) 0:14 'i' ( temp int) 0:14 Constant: 0:14 1 (const int) 0:14 Loop with condition tested first 0:14 Loop Condition 0:14 Compare Less Than ( temp bool) 0:14 'i' ( temp int) 0:14 Constant: 0:14 64 (const int) 0:14 Loop Body 0:15 add second child into first child ( temp 4-component vector of float) 0:15 'color' ( smooth out 4-component vector of float) 0:15 indirect index ( temp 4-component vector of float) 0:15 'va' ( in 64-element array of 4-component vector of float) 0:15 'i' ( temp int) 0:14 Loop Terminal Expression 0:14 Post-Increment ( temp int) 0:14 'i' ( temp int) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 matrix-times-vector ( temp 4-component vector of float) 0:16 'gtf_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) 0:16 'vertex' ( temp 4-component vector of float) 0:17 move second child to first child ( temp float) 0:17 gl_PointSize: direct index for structure ( gl_PointSize float PointSize) 0:17 '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}) 0:17 Constant: 0:17 1 (const uint) 0:17 Constant: 0:17 1.000000 0:? Linker Objects 0:? 'gtf_ModelViewProjectionMatrix' ( uniform 4X4 matrix of float) 0:? 'instanceOffsets' ( uniform 3-element array of 3-component vector of float) 0:? 'va' ( in 64-element array of 4-component vector of float) 0:? 'color' ( 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)