link.multiAnonBlocksValid.0.0.vert Shader version: 430 0:? Sequence 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:34 'oColor' ( smooth out 4-component vector of float) 0:34 component-wise multiply ( temp 4-component vector of float) 0:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:34 'anon@2' (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}) 0:34 Constant: 0:34 0 (const uint) 0:34 Function Call: getColor2( ( global 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float) 0:35 v1: direct index for structure ( out 4-component vector of float) 0:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:35 Constant: 0:35 0 (const uint) 0:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:35 'anon@2' (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}) 0:35 Constant: 0:35 0 (const uint) 0:37 move second child to first child ( temp 4-component vector of float) 0:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:37 'anon@3' ( 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}) 0:37 Constant: 0:37 0 (const uint) 0:37 matrix-times-vector ( temp 4-component vector of float) 0:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 0:37 'anon@0' (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}) 0:37 Constant: 0:37 0 (const uint) 0:37 Function Call: getWorld( ( global 4-component vector of float) 0:? Linker Objects 0:? 'anon@0' (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}) 0:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:? 'anon@2' (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}) 0:? 'oColor' ( smooth out 4-component vector of float) 0:? 'anon@3' ( 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) link.multiAnonBlocksValid.0.1.vert Shader version: 430 0:? Sequence 0:24 Function Definition: getColor2( ( global 4-component vector of float) 0:24 Function Parameters: 0:26 Sequence 0:26 Branch: Return with expression 0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 0:26 'anon@0' (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}) 0:26 Constant: 0:26 1 (const uint) 0:29 Function Definition: getWorld( ( global 4-component vector of float) 0:29 Function Parameters: 0:31 Sequence 0:31 Branch: Return with expression 0:31 matrix-times-vector ( temp 4-component vector of float) 0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 0:31 'anon@1' (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}) 0:31 Constant: 0:31 1 (const uint) 0:31 'P' ( in 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 v2: direct index for structure ( out 4-component vector of float) 0:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 1.000000 0:32 1.000000 0:32 1.000000 0:32 1.000000 0:? Linker Objects 0:? 'anon@0' (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}) 0:? 'anon@1' (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}) 0:? 'anon@2' ( out block{ out 4-component vector of float v1, 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: Shader version: 430 0:? Sequence 0:32 Function Definition: main( ( global void) 0:32 Function Parameters: 0:34 Sequence 0:34 move second child to first child ( temp 4-component vector of float) 0:34 'oColor' ( smooth out 4-component vector of float) 0:34 component-wise multiply ( temp 4-component vector of float) 0:34 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:34 'anon@2' (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}) 0:34 Constant: 0:34 0 (const uint) 0:34 Function Call: getColor2( ( global 4-component vector of float) 0:35 move second child to first child ( temp 4-component vector of float) 0:35 v1: direct index for structure ( out 4-component vector of float) 0:35 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:35 Constant: 0:35 0 (const uint) 0:35 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:35 'anon@2' (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}) 0:35 Constant: 0:35 0 (const uint) 0:37 move second child to first child ( temp 4-component vector of float) 0:37 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:37 'anon@3' ( 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}) 0:37 Constant: 0:37 0 (const uint) 0:37 matrix-times-vector ( temp 4-component vector of float) 0:37 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float) 0:37 'anon@0' (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}) 0:37 Constant: 0:37 0 (const uint) 0:37 Function Call: getWorld( ( global 4-component vector of float) 0:24 Function Definition: getColor2( ( global 4-component vector of float) 0:24 Function Parameters: 0:26 Sequence 0:26 Branch: Return with expression 0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float) 0:26 'anon@0' (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}) 0:26 Constant: 0:26 1 (const uint) 0:29 Function Definition: getWorld( ( global 4-component vector of float) 0:29 Function Parameters: 0:31 Sequence 0:31 Branch: Return with expression 0:31 matrix-times-vector ( temp 4-component vector of float) 0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float) 0:31 'anon@1' (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}) 0:31 Constant: 0:31 1 (const uint) 0:31 'P' ( in 4-component vector of float) 0:32 move second child to first child ( temp 4-component vector of float) 0:32 v2: direct index for structure ( out 4-component vector of float) 0:32 'anon@2' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:32 Constant: 0:32 1 (const uint) 0:32 Constant: 0:32 1.000000 0:32 1.000000 0:32 1.000000 0:32 1.000000 0:? Linker Objects 0:? 'anon@0' (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}) 0:? 'anon@1' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2}) 0:? 'anon@2' (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}) 0:? 'oColor' ( smooth out 4-component vector of float) 0:? 'anon@3' ( 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) 0:? 'P' ( in 4-component vector of float)