File: link.multiUnitLayout.0.vert.out

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link.multiUnitLayout.0.vert
Shader version: 450
in xfb mode
0:? Sequence
0:9  Function Definition: main( ( global void)
0:9    Function Parameters: 
0:11    Sequence
0:11      move second child to first child ( temp 4-component vector of float)
0:11        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:11          '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})
0:11          Constant:
0:11            0 (const uint)
0:11        Function Call: computePosition(vf4; ( global 4-component vector of float)
0:11          'in_position' (layout( location=0) in 4-component vector of float)
0:?   Linker Objects
0:?     'in_position' (layout( location=0) in 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})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)

link.multiUnitLayout.1.vert
Shader version: 450
0:? Sequence
0:3  Function Definition: computePosition(vf4; ( global 4-component vector of float)
0:3    Function Parameters: 
0:3      'position' ( in 4-component vector of float)
0:5    Sequence
0:5      Branch: Return with expression
0:5        add ( temp 4-component vector of float)
0:5          Constant:
0:5            1.000000
0:5            1.000000
0:5            1.000000
0:5            1.000000
0:5          vector-scale ( temp 4-component vector of float)
0:5            Constant:
0:5              2.000000
0:5            'position' ( in 4-component vector of float)
0:?   Linker Objects
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)


Linked vertex stage:


Shader version: 450
in xfb mode
0:? Sequence
0:9  Function Definition: main( ( global void)
0:9    Function Parameters: 
0:11    Sequence
0:11      move second child to first child ( temp 4-component vector of float)
0:11        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:11          '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})
0:11          Constant:
0:11            0 (const uint)
0:11        Function Call: computePosition(vf4; ( global 4-component vector of float)
0:11          'in_position' (layout( location=0) in 4-component vector of float)
0:3  Function Definition: computePosition(vf4; ( global 4-component vector of float)
0:3    Function Parameters: 
0:3      'position' ( in 4-component vector of float)
0:5    Sequence
0:5      Branch: Return with expression
0:5        add ( temp 4-component vector of float)
0:5          Constant:
0:5            1.000000
0:5            1.000000
0:5            1.000000
0:5            1.000000
0:5          vector-scale ( temp 4-component vector of float)
0:5            Constant:
0:5              2.000000
0:5            'position' ( in 4-component vector of float)
0:?   Linker Objects
0:?     'in_position' (layout( location=0) in 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:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)