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link.multiBlocksValid.1.0.vert
Shader version: 430
0:? Sequence
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'oColor' ( smooth out 4-component vector of float)
0:28 component-wise multiply ( temp 4-component vector of float)
0:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:28 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:28 Constant:
0:28 0 (const int)
0:28 Function Call: getColor2( ( global 4-component vector of float)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 v1: direct index for structure ( out 4-component vector of float)
0:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:29 Constant:
0:29 0 (const int)
0:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:29 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:29 Constant:
0:29 0 (const int)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:31 '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})
0:31 Constant:
0:31 0 (const uint)
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:31 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 0 (const int)
0:31 Function Call: getWorld( ( global 4-component vector of float)
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'oColor' ( smooth out 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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
link.multiBlocksValid.1.1.vert
Shader version: 430
0:? Sequence
0:24 Function Definition: getColor2( ( global 4-component vector of float)
0:24 Function Parameters:
0:26 Sequence
0:26 Branch: Return with expression
0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
0:26 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:26 Constant:
0:26 1 (const int)
0:29 Function Definition: getWorld( ( global 4-component vector of float)
0:29 Function Parameters:
0:31 Sequence
0:31 Branch: Return with expression
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:31 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 1 (const int)
0:31 'P' ( in 4-component vector of float)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 v2: direct index for structure ( out 4-component vector of float)
0:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'P' ( in 4-component vector of float)
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
Linked vertex stage:
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: ColorBlock Instance: c: ""
vertex stage: Block: ColorBlock Instance: a: ""
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: Block Instance: a: ""
vertex stage: Block: Block Instance: b: ""
WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
vertex stage: Block: Vertex Instance: b: ""
vertex stage: Block: Vertex Instance: c: ""
Shader version: 430
0:? Sequence
0:26 Function Definition: main( ( global void)
0:26 Function Parameters:
0:28 Sequence
0:28 move second child to first child ( temp 4-component vector of float)
0:28 'oColor' ( smooth out 4-component vector of float)
0:28 component-wise multiply ( temp 4-component vector of float)
0:28 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:28 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:28 Constant:
0:28 0 (const int)
0:28 Function Call: getColor2( ( global 4-component vector of float)
0:29 move second child to first child ( temp 4-component vector of float)
0:29 v1: direct index for structure ( out 4-component vector of float)
0:29 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:29 Constant:
0:29 0 (const int)
0:29 color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:29 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:29 Constant:
0:29 0 (const int)
0:31 move second child to first child ( temp 4-component vector of float)
0:31 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:31 '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})
0:31 Constant:
0:31 0 (const uint)
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:31 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 0 (const int)
0:31 Function Call: getWorld( ( global 4-component vector of float)
0:24 Function Definition: getColor2( ( global 4-component vector of float)
0:24 Function Parameters:
0:26 Sequence
0:26 Branch: Return with expression
0:26 color2: direct index for structure (layout( column_major std140 offset=16) uniform 4-component vector of float)
0:26 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:26 Constant:
0:26 1 (const int)
0:29 Function Definition: getWorld( ( global 4-component vector of float)
0:29 Function Parameters:
0:31 Sequence
0:31 Branch: Return with expression
0:31 matrix-times-vector ( temp 4-component vector of float)
0:31 uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:31 'b' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:31 Constant:
0:31 1 (const int)
0:31 'P' ( in 4-component vector of float)
0:32 move second child to first child ( temp 4-component vector of float)
0:32 v2: direct index for structure ( out 4-component vector of float)
0:32 'c' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:32 Constant:
0:32 1 (const int)
0:32 Constant:
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:32 1.000000
0:? Linker Objects
0:? 'a' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:? 'b' ( out block{ out 4-component vector of float v1, out 4-component vector of float v2})
0:? 'c' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2})
0:? 'oColor' ( smooth out 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})
0:? 'gl_VertexID' ( gl_VertexId int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:? 'P' ( in 4-component vector of float)
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