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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)
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