link.redeclareBuiltin.vert Shader version: 410 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 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}) 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:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) link.redeclareBuiltin.geom Shader version: 410 invocations = -1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:13 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:13 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0 (const int) 0:14 EmitVertex ( global void) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:16 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:16 Constant: 0:16 1 (const int) 0:16 Constant: 0:16 0 (const int) 0:17 EmitVertex ( global void) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:19 '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}) 0:19 Constant: 0:19 0 (const uint) 0:19 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:19 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 0 (const int) 0:20 EmitVertex ( global void) 0:22 EndPrimitive ( global void) 0:? Linker Objects 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 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: 410 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 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}) 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:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 410 invocations = 1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:13 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:13 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:13 Constant: 0:13 0 (const int) 0:13 Constant: 0:13 0 (const int) 0:14 EmitVertex ( global void) 0:16 move second child to first child ( temp 4-component vector of float) 0:16 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:16 '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}) 0:16 Constant: 0:16 0 (const uint) 0:16 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:16 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:16 Constant: 0:16 1 (const int) 0:16 Constant: 0:16 0 (const int) 0:17 EmitVertex ( global void) 0:19 move second child to first child ( temp 4-component vector of float) 0:19 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:19 '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}) 0:19 Constant: 0:19 0 (const uint) 0:19 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position}) 0:19 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 0 (const int) 0:20 EmitVertex ( global void) 0:22 EndPrimitive ( global void) 0:? Linker Objects 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position}) 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})