link.tesselation.tese Shader version: 440 input primitive = triangles vertex spacing = fractional_odd_spacing triangle order = cw 0:? Sequence 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp float) 0:17 'u' ( temp float) 0:17 direct index ( temp float) 0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'v' ( temp float) 0:18 direct index ( temp float) 0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'w' ( temp float) 0:19 direct index ( temp float) 0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'newUv' ( temp 2-component vector of float) 0:21 Construct vec2 ( temp 2-component vector of float) 0:21 add ( temp 2-component vector of float) 0:21 add ( temp 2-component vector of float) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'u' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'v' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'w' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 0 (const int) 0:22 move second child to first child ( temp 2-component vector of float) 0:22 texCoord: direct index for structure ( out 2-component vector of float) 0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 0:22 Constant: 0:22 0 (const int) 0:22 'newUv' ( temp 2-component vector of float) 0:23 move second child to first child ( temp 4-component vector of float) 0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:23 '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}) 0:23 Constant: 0:23 0 (const uint) 0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_PatchVerticesIn' ( in int PatchVertices) 0:23 Constant: 0:23 0 (const int) 0:? Linker Objects 0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 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}) link.tesselation.tesc Shader version: 440 vertices = 3 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 2-component vector of float) 0:16 texCoord: direct index for structure ( out 2-component vector of float) 0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord}) 0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord}) 0:16 'gl_InvocationID' ( in int InvocationID) 0:16 Constant: 0:16 0 (const int) 0:16 texCoord: direct index for structure ( in 2-component vector of float) 0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:16 'gl_InvocationID' ( in int InvocationID) 0:16 Constant: 0:16 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'tessLevel' ( temp float) 0:18 Constant: 0:18 10.000000 0:19 move second child to first child ( temp float) 0:19 indirect index ( patch temp float TessLevelOuter) 0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:19 'gl_InvocationID' ( in int InvocationID) 0:19 'tessLevel' ( temp float) 0:20 move second child to first child ( temp float) 0:20 direct index ( patch temp float TessLevelInner) 0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:20 Constant: 0:20 0 (const int) 0:20 'tessLevel' ( temp float) 0:? Linker Objects 0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord}) Linked tessellation control stage: Linked tessellation evaluation stage: Shader version: 440 vertices = 3 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 2-component vector of float) 0:16 texCoord: direct index for structure ( out 2-component vector of float) 0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord}) 0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord}) 0:16 'gl_InvocationID' ( in int InvocationID) 0:16 Constant: 0:16 0 (const int) 0:16 texCoord: direct index for structure ( in 2-component vector of float) 0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:16 'gl_InvocationID' ( in int InvocationID) 0:16 Constant: 0:16 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'tessLevel' ( temp float) 0:18 Constant: 0:18 10.000000 0:19 move second child to first child ( temp float) 0:19 indirect index ( patch temp float TessLevelOuter) 0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter) 0:19 'gl_InvocationID' ( in int InvocationID) 0:19 'tessLevel' ( temp float) 0:20 move second child to first child ( temp float) 0:20 direct index ( patch temp float TessLevelInner) 0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner) 0:20 Constant: 0:20 0 (const int) 0:20 'tessLevel' ( temp float) 0:? Linker Objects 0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord}) Shader version: 440 input primitive = triangles vertex spacing = fractional_odd_spacing triangle order = cw 0:? Sequence 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp float) 0:17 'u' ( temp float) 0:17 direct index ( temp float) 0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'v' ( temp float) 0:18 direct index ( temp float) 0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'w' ( temp float) 0:19 direct index ( temp float) 0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp 2-component vector of float) 0:21 'newUv' ( temp 2-component vector of float) 0:21 Construct vec2 ( temp 2-component vector of float) 0:21 add ( temp 2-component vector of float) 0:21 add ( temp 2-component vector of float) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'u' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'v' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 vector-scale ( temp 2-component vector of float) 0:21 'w' ( temp float) 0:21 texCoord: direct index for structure ( in 2-component vector of float) 0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord}) 0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:21 Constant: 0:21 2 (const int) 0:21 Constant: 0:21 0 (const int) 0:22 move second child to first child ( temp 2-component vector of float) 0:22 texCoord: direct index for structure ( out 2-component vector of float) 0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 0:22 Constant: 0:22 0 (const int) 0:22 'newUv' ( temp 2-component vector of float) 0:23 move second child to first child ( temp 4-component vector of float) 0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:23 '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}) 0:23 Constant: 0:23 0 (const uint) 0:23 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) 0:23 'gl_PatchVerticesIn' ( in int PatchVertices) 0:23 Constant: 0:23 0 (const int) 0:? Linker Objects 0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord}) 0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 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})