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