iomap.blockOutVariableIn.vert Shader version: 440 0:? Sequence 0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 a1: direct index for structure ( out 4-component vector of float) 0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:11 Constant: 0:11 0 (const uint) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 move second child to first child ( temp 2-component vector of float) 0:12 a2: direct index for structure ( out 2-component vector of float) 0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:12 Constant: 0:12 1 (const uint) 0:12 Constant: 0:12 0.500000 0:12 0.500000 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:13 'anon@1' ( 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}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 1.000000 0:13 1.000000 0:13 1.000000 0:13 1.000000 0:? Linker Objects 0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:? 'anon@1' ( 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) iomap.blockOutVariableIn.frag Shader version: 440 0:? Sequence 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'color' (layout( location=0) out 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 'a1' (layout( location=0) smooth in 4-component vector of float) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 'a2' (layout( location=1) smooth in 2-component vector of float) 0:? Linker Objects 0:? 'a1' (layout( location=0) smooth in 4-component vector of float) 0:? 'a2' (layout( location=1) smooth in 2-component vector of float) 0:? 'color' (layout( location=0) out 4-component vector of float) Linked vertex stage: Linked fragment stage: Shader version: 440 0:? Sequence 0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 a1: direct index for structure ( out 4-component vector of float) 0:11 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:11 Constant: 0:11 0 (const uint) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 move second child to first child ( temp 2-component vector of float) 0:12 a2: direct index for structure ( out 2-component vector of float) 0:12 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:12 Constant: 0:12 1 (const uint) 0:12 Constant: 0:12 0.500000 0:12 0.500000 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:13 'anon@1' ( 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}) 0:13 Constant: 0:13 0 (const uint) 0:13 Constant: 0:13 1.000000 0:13 1.000000 0:13 1.000000 0:13 1.000000 0:? Linker Objects 0:? 'anon@0' (layout( location=0) out block{ out 4-component vector of float a1, out 2-component vector of float a2}) 0:? 'anon@1' ( 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) Shader version: 440 0:? Sequence 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'color' (layout( location=0) out 4-component vector of float) 0:10 Construct vec4 ( temp 4-component vector of float) 0:10 vector swizzle ( temp 2-component vector of float) 0:10 'a1' (layout( location=0) smooth in 4-component vector of float) 0:10 Sequence 0:10 Constant: 0:10 0 (const int) 0:10 Constant: 0:10 1 (const int) 0:10 'a2' (layout( location=1) smooth in 2-component vector of float) 0:? Linker Objects 0:? 'a1' (layout( location=0) smooth in 4-component vector of float) 0:? 'a2' (layout( location=1) smooth in 2-component vector of float) 0:? 'color' (layout( location=0) out 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 33 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 11 28 31 32 Source GLSL 440 Name 4 "main" Name 9 "Block" MemberName 9(Block) 0 "a1" MemberName 9(Block) 1 "a2" Name 11 "" Name 26 "gl_PerVertex" MemberName 26(gl_PerVertex) 0 "gl_Position" MemberName 26(gl_PerVertex) 1 "gl_PointSize" MemberName 26(gl_PerVertex) 2 "gl_ClipDistance" Name 28 "" Name 31 "gl_VertexID" Name 32 "gl_InstanceID" Decorate 9(Block) Block Decorate 11 Location 0 MemberDecorate 26(gl_PerVertex) 0 BuiltIn Position MemberDecorate 26(gl_PerVertex) 1 BuiltIn PointSize MemberDecorate 26(gl_PerVertex) 2 BuiltIn ClipDistance Decorate 26(gl_PerVertex) Block Decorate 31(gl_VertexID) BuiltIn VertexId Decorate 32(gl_InstanceID) BuiltIn InstanceId 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeVector 6(float) 2 9(Block): TypeStruct 7(fvec4) 8(fvec2) 10: TypePointer Output 9(Block) 11: 10(ptr) Variable Output 12: TypeInt 32 1 13: 12(int) Constant 0 14: 6(float) Constant 1065353216 15: 7(fvec4) ConstantComposite 14 14 14 14 16: TypePointer Output 7(fvec4) 18: 12(int) Constant 1 19: 6(float) Constant 1056964608 20: 8(fvec2) ConstantComposite 19 19 21: TypePointer Output 8(fvec2) 23: TypeInt 32 0 24: 23(int) Constant 1 25: TypeArray 6(float) 24 26(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 25 27: TypePointer Output 26(gl_PerVertex) 28: 27(ptr) Variable Output 30: TypePointer Input 12(int) 31(gl_VertexID): 30(ptr) Variable Input 32(gl_InstanceID): 30(ptr) Variable Input 4(main): 2 Function None 3 5: Label 17: 16(ptr) AccessChain 11 13 Store 17 15 22: 21(ptr) AccessChain 11 18 Store 22 20 29: 16(ptr) AccessChain 28 13 Store 29 15 Return FunctionEnd // Module Version 10000 // Generated by (magic number): 8000b // Id's are bound by 23 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Fragment 4 "main" 9 11 16 ExecutionMode 4 OriginLowerLeft Source GLSL 440 Name 4 "main" Name 9 "color" Name 11 "a1" Name 16 "a2" Decorate 9(color) Location 0 Decorate 11(a1) Location 0 Decorate 16(a2) Location 1 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypePointer Output 7(fvec4) 9(color): 8(ptr) Variable Output 10: TypePointer Input 7(fvec4) 11(a1): 10(ptr) Variable Input 12: TypeVector 6(float) 2 15: TypePointer Input 12(fvec2) 16(a2): 15(ptr) Variable Input 4(main): 2 Function None 3 5: Label 13: 7(fvec4) Load 11(a1) 14: 12(fvec2) VectorShuffle 13 13 0 1 17: 12(fvec2) Load 16(a2) 18: 6(float) CompositeExtract 14 0 19: 6(float) CompositeExtract 14 1 20: 6(float) CompositeExtract 17 0 21: 6(float) CompositeExtract 17 1 22: 7(fvec4) CompositeConstruct 18 19 20 21 Store 9(color) 22 Return FunctionEnd