File: link.multiUnitLayout.0.tese.out

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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})