link.tesselation.vert Shader version: 440 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 ( gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 'i_Pos' (layout( location=0) in 4-component vector of float) 0:14 move second child to first child ( temp 2-component vector of float) 0:14 texCoord: direct index for structure ( out 2-component vector of float) 0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 0:14 Constant: 0:14 0 (const int) 0:14 'i_Tex' (layout( location=1) in 2-component vector of float) 0:? Linker Objects 0:? 'i_Pos' (layout( location=0) in 4-component vector of float) 0:? 'i_Tex' (layout( location=1) in 2-component vector of float) 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) link.tesselation.frag Shader version: 440 0:? Sequence 0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'oColor' (layout( location=0) out 4-component vector of float) 0:14 texture ( global 4-component vector of float) 0:14 'mytex' (layout( binding=0) uniform sampler2D) 0:14 texCoord: direct index for structure ( in 2-component vector of float) 0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects 0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord}) 0:? 'oColor' (layout( location=0) out 4-component vector of float) 0:? 'mytex' (layout( binding=0) uniform sampler2D) Linked vertex stage: Linked fragment stage: Shader version: 440 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 ( gl_Position 4-component vector of float Position) 0:13 '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}) 0:13 Constant: 0:13 0 (const uint) 0:13 'i_Pos' (layout( location=0) in 4-component vector of float) 0:14 move second child to first child ( temp 2-component vector of float) 0:14 texCoord: direct index for structure ( out 2-component vector of float) 0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord}) 0:14 Constant: 0:14 0 (const int) 0:14 'i_Tex' (layout( location=1) in 2-component vector of float) 0:? Linker Objects 0:? 'i_Pos' (layout( location=0) in 4-component vector of float) 0:? 'i_Tex' (layout( location=1) in 2-component vector of float) 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 440 0:? Sequence 0:12 Function Definition: main( ( global void) 0:12 Function Parameters: 0:14 Sequence 0:14 move second child to first child ( temp 4-component vector of float) 0:14 'oColor' (layout( location=0) out 4-component vector of float) 0:14 texture ( global 4-component vector of float) 0:14 'mytex' (layout( binding=0) uniform sampler2D) 0:14 texCoord: direct index for structure ( in 2-component vector of float) 0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord}) 0:14 Constant: 0:14 0 (const int) 0:? Linker Objects 0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord}) 0:? 'oColor' (layout( location=0) out 4-component vector of float) 0:? 'mytex' (layout( binding=0) uniform sampler2D)