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link.multiUnitLayout.0.tese
Shader version: 410
input primitive = triangles
vertex spacing = equal_spacing
triangle order = cw
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'p0' ( temp 4-component vector of float)
0:9 vector-scale ( temp 4-component vector of float)
0:9 direct index ( temp float)
0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:9 Constant:
0:9 0 (const int)
0:9 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 0 (const int)
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'p1' ( temp 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 direct index ( temp float)
0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:10 Constant:
0:10 1 (const int)
0:10 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 1 (const int)
0:10 Constant:
0:10 0 (const int)
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 'p2' ( temp 4-component vector of float)
0:11 vector-scale ( temp 4-component vector of float)
0:11 direct index ( temp float)
0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:11 Constant:
0:11 2 (const int)
0:11 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
0:11 Constant:
0:11 2 (const int)
0:11 Constant:
0:11 0 (const int)
0:12 move second child to first child ( temp 4-component vector of float)
0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:12 '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})
0:12 Constant:
0:12 0 (const uint)
0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 'p0' ( temp 4-component vector of float)
0:12 'p1' ( temp 4-component vector of float)
0:12 'p2' ( temp 4-component vector of float)
0:? Linker Objects
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})
link.multiUnitLayout.1.tese
Shader version: 410
input primitive = none
vertex spacing = none
triangle order = none
0:? Sequence
0:3 Function Definition: transformPosition(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 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
Linked tessellation evaluation stage:
Shader version: 410
input primitive = triangles
vertex spacing = equal_spacing
triangle order = cw
0:? Sequence
0:7 Function Definition: main( ( global void)
0:7 Function Parameters:
0:9 Sequence
0:9 Sequence
0:9 move second child to first child ( temp 4-component vector of float)
0:9 'p0' ( temp 4-component vector of float)
0:9 vector-scale ( temp 4-component vector of float)
0:9 direct index ( temp float)
0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:9 Constant:
0:9 0 (const int)
0:9 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:9 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:9 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:9 Constant:
0:9 0 (const int)
0:9 Constant:
0:9 0 (const int)
0:10 Sequence
0:10 move second child to first child ( temp 4-component vector of float)
0:10 'p1' ( temp 4-component vector of float)
0:10 vector-scale ( temp 4-component vector of float)
0:10 direct index ( temp float)
0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:10 Constant:
0:10 1 (const int)
0:10 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:10 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:10 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:10 Constant:
0:10 1 (const int)
0:10 Constant:
0:10 0 (const int)
0:11 Sequence
0:11 move second child to first child ( temp 4-component vector of float)
0:11 'p2' ( temp 4-component vector of float)
0:11 vector-scale ( temp 4-component vector of float)
0:11 direct index ( temp float)
0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord)
0:11 Constant:
0:11 2 (const int)
0:11 gl_Position: direct index for structure ( in 4-component vector of float Position)
0:11 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:11 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
0:11 Constant:
0:11 2 (const int)
0:11 Constant:
0:11 0 (const int)
0:12 move second child to first child ( temp 4-component vector of float)
0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:12 '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})
0:12 Constant:
0:12 0 (const uint)
0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 add ( temp 4-component vector of float)
0:12 'p0' ( temp 4-component vector of float)
0:12 'p1' ( temp 4-component vector of float)
0:12 'p2' ( temp 4-component vector of float)
0:3 Function Definition: transformPosition(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 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:? '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})
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