link.multiBlocksInvalid.0.0.vert
Shader version: 430
0:? Sequence
0:34  Function Definition: main( ( global void)
0:34    Function Parameters: 
0:36    Sequence
0:36      move second child to first child ( temp 4-component vector of float)
0:36        'oColor' ( smooth out 4-component vector of float)
0:36        component-wise multiply ( temp 4-component vector of float)
0:36          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:36            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:36            Constant:
0:36              0 (const int)
0:36          Function Call: getColor2( ( global 4-component vector of float)
0:37      move second child to first child ( temp 4-component vector of float)
0:37        v1: direct index for structure ( out 4-component vector of float)
0:37          'oV' ( out block{ out 4-component vector of float v1})
0:37          Constant:
0:37            0 (const int)
0:37        add ( temp 4-component vector of float)
0:37          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:37            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:37            Constant:
0:37              0 (const int)
0:37          color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float)
0:37            'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
0:37            Constant:
0:37              0 (const int)
0:39      move second child to first child ( temp 4-component vector of float)
0:39        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:39          '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
0:39          Constant:
0:39            0 (const uint)
0:39        matrix-times-vector ( temp 4-component vector of float)
0:39          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:39            'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:39            Constant:
0:39              0 (const int)
0:39          Function Call: getWorld( ( global 4-component vector of float)
0:?   Linker Objects
0:?     'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:?     'oV' ( out block{ out 4-component vector of float v1})
0:?     'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:?     'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)

link.multiBlocksInvalid.0.1.vert
Shader version: 430
0:? Sequence
0:21  Function Definition: getColor2( ( global 4-component vector of float)
0:21    Function Parameters: 
0:23    Sequence
0:23      Branch: Return with expression
0:23        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:23          'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:23          Constant:
0:23            0 (const int)
0:26  Function Definition: getWorld( ( global 4-component vector of float)
0:26    Function Parameters: 
0:28    Sequence
0:28      Branch: Return with expression
0:28        matrix-times-vector ( temp 4-component vector of float)
0:28          uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:28            'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
0:28            Constant:
0:28              0 (const int)
0:28          'P' ( in 4-component vector of float)
0:29      move second child to first child ( temp 4-component vector of float)
0:29        v2: direct index for structure ( out 4-component vector of float)
0:29          'oVert' ( out block{ out 4-component vector of float v2})
0:29          Constant:
0:29            0 (const int)
0:29        Constant:
0:29          1.000000
0:29          1.000000
0:29          1.000000
0:29          1.000000
0:?   Linker Objects
0:?     'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:?     'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
0:?     'oVert' ( out block{ 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:

ERROR: Linking vertex stage: Types must match:
WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
    uC: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}"
ERROR: Linking vertex stage: Types must match:
ERROR: Linking vertex stage: Storage qualifiers must match:
ERROR: Linking vertex stage: Layout qualification must match:
    uBufC: "layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1}" versus uColorB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2}"
ERROR: Linking vertex stage: Types must match:
WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
    uD: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus uDefaultB: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld}"
ERROR: Linking vertex stage: Types must match:
WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
    oV: " out block{ out 4-component vector of float v1}" versus oVert: " out block{ out 4-component vector of float v2}"

Shader version: 430
0:? Sequence
0:34  Function Definition: main( ( global void)
0:34    Function Parameters: 
0:36    Sequence
0:36      move second child to first child ( temp 4-component vector of float)
0:36        'oColor' ( smooth out 4-component vector of float)
0:36        component-wise multiply ( temp 4-component vector of float)
0:36          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:36            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:36            Constant:
0:36              0 (const int)
0:36          Function Call: getColor2( ( global 4-component vector of float)
0:37      move second child to first child ( temp 4-component vector of float)
0:37        v1: direct index for structure ( out 4-component vector of float)
0:37          'oV' ( out block{ out 4-component vector of float v1})
0:37          Constant:
0:37            0 (const int)
0:37        add ( temp 4-component vector of float)
0:37          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:37            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:37            Constant:
0:37              0 (const int)
0:37          color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float)
0:37            'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
0:37            Constant:
0:37              0 (const int)
0:39      move second child to first child ( temp 4-component vector of float)
0:39        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:39          '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
0:39          Constant:
0:39            0 (const uint)
0:39        matrix-times-vector ( temp 4-component vector of float)
0:39          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:39            'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:39            Constant:
0:39              0 (const int)
0:39          Function Call: getWorld( ( global 4-component vector of float)
0:21  Function Definition: getColor2( ( global 4-component vector of float)
0:21    Function Parameters: 
0:23    Sequence
0:23      Branch: Return with expression
0:23        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:23          'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:23          Constant:
0:23            0 (const int)
0:26  Function Definition: getWorld( ( global 4-component vector of float)
0:26    Function Parameters: 
0:28    Sequence
0:28      Branch: Return with expression
0:28        matrix-times-vector ( temp 4-component vector of float)
0:28          uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:28            'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
0:28            Constant:
0:28              0 (const int)
0:28          'P' ( in 4-component vector of float)
0:29      move second child to first child ( temp 4-component vector of float)
0:29        v2: direct index for structure ( out 4-component vector of float)
0:29          'oVert' ( out block{ out 4-component vector of float v2})
0:29          Constant:
0:29            0 (const int)
0:29        Constant:
0:29          1.000000
0:29          1.000000
0:29          1.000000
0:29          1.000000
0:?   Linker Objects
0:?     'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:?     'oV' ( out block{ out 4-component vector of float v1})
0:?     'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
0:?     'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:?     'P' ( in 4-component vector of float)

