link.vk.pcNamingInvalid.0.0.vert Shader version: 450 0:? Sequence 0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 move second child to first child ( temp highp 4-component vector of float) 0:18 'oColor' ( smooth out highp 4-component vector of float) 0:18 component-wise multiply ( temp highp 4-component vector of float) 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:18 Constant: 0:18 2 (const int) 0:18 Function Call: getColor2( ( global highp 4-component vector of float) 0:20 move second child to first child ( temp highp 4-component vector of float) 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:20 '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, out unsized 1-element array of float CullDistance gl_CullDistance}) 0:20 Constant: 0:20 0 (const uint) 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 1 (const int) 0:20 Function Call: getWorld( ( global highp 4-component vector of float) 0:? Linker Objects 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'oColor' ( smooth out highp 4-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, out unsized 1-element array of float CullDistance gl_CullDistance}) link.vk.pcNamingInvalid.0.1.vert Shader version: 450 0:? Sequence 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) 0:13 Function Parameters: 0:15 Sequence 0:15 Branch: Return with expression 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 0:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:15 Constant: 0:15 3 (const int) 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) 0:18 Function Parameters: 0:20 Sequence 0:20 Branch: Return with expression 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 0 (const int) 0:20 'P' ( in highp 4-component vector of float) 0:? Linker Objects 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'P' ( in highp 4-component vector of float) Linked vertex stage: ERROR: Linking vertex stage: Only one push_constant block is allowed per stage Shader version: 450 0:? Sequence 0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 move second child to first child ( temp highp 4-component vector of float) 0:18 'oColor' ( smooth out highp 4-component vector of float) 0:18 component-wise multiply ( temp highp 4-component vector of float) 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:18 Constant: 0:18 2 (const int) 0:18 Function Call: getColor2( ( global highp 4-component vector of float) 0:20 move second child to first child ( temp highp 4-component vector of float) 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:20 '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, out 1-element array of float CullDistance gl_CullDistance}) 0:20 Constant: 0:20 0 (const uint) 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 1 (const int) 0:20 Function Call: getWorld( ( global highp 4-component vector of float) 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) 0:13 Function Parameters: 0:15 Sequence 0:15 Branch: Return with expression 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 0:15 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:15 Constant: 0:15 3 (const int) 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) 0:18 Function Parameters: 0:20 Sequence 0:20 Branch: Return with expression 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 0 (const int) 0:20 'P' ( in highp 4-component vector of float) 0:? Linker Objects 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'oColor' ( smooth out highp 4-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, out 1-element array of float CullDistance gl_CullDistance}) 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'P' ( in highp 4-component vector of float) Validation failed SPIR-V is not generated for failed compile or link