183 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			183 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| link.multiBlocksInvalid.0.0.vert
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| Shader version: 430
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| 0:? Sequence
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| 0:34  Function Definition: main( ( global void)
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| 0:34    Function Parameters: 
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| 0:36    Sequence
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| 0:36      move second child to first child ( temp 4-component vector of float)
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| 0:36        'oColor' ( smooth out 4-component vector of float)
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| 0:36        component-wise multiply ( temp 4-component vector of float)
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| 0:36          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:36            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:36            Constant:
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| 0:36              0 (const int)
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| 0:36          Function Call: getColor2( ( global 4-component vector of float)
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| 0:37      move second child to first child ( temp 4-component vector of float)
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| 0:37        v1: direct index for structure ( out 4-component vector of float)
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| 0:37          'oV' ( out block{ out 4-component vector of float v1})
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| 0:37          Constant:
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| 0:37            0 (const int)
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| 0:37        add ( temp 4-component vector of float)
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| 0:37          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:37            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:37            Constant:
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| 0:37              0 (const int)
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| 0:37          color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float)
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| 0:37            'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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| 0:37            Constant:
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| 0:37              0 (const int)
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| 0:39      move second child to first child ( temp 4-component vector of float)
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| 0:39        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 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})
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| 0:39          Constant:
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| 0:39            0 (const uint)
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| 0:39        matrix-times-vector ( temp 4-component vector of float)
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| 0:39          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:39            'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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| 0:39            Constant:
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| 0:39              0 (const int)
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| 0:39          Function Call: getWorld( ( global 4-component vector of float)
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| 0:?   Linker Objects
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| 0:?     'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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| 0:?     'oV' ( out block{ out 4-component vector of float v1})
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| 0:?     'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:?     'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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| 0:?     'oColor' ( smooth out 4-component vector of float)
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| 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})
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| 0:?     'gl_VertexID' ( gl_VertexId int VertexId)
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| 0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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| 
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| link.multiBlocksInvalid.0.1.vert
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| Shader version: 430
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| 0:? Sequence
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| 0:21  Function Definition: getColor2( ( global 4-component vector of float)
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| 0:21    Function Parameters: 
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| 0:23    Sequence
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| 0:23      Branch: Return with expression
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| 0:23        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:23          'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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| 0:23          Constant:
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| 0:23            0 (const int)
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| 0:26  Function Definition: getWorld( ( global 4-component vector of float)
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| 0:26    Function Parameters: 
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| 0:28    Sequence
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| 0:28      Branch: Return with expression
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| 0:28        matrix-times-vector ( temp 4-component vector of float)
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| 0:28          uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:28            'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
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| 0:28            Constant:
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| 0:28              0 (const int)
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| 0:28          'P' ( in 4-component vector of float)
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| 0:29      move second child to first child ( temp 4-component vector of float)
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| 0:29        v2: direct index for structure ( out 4-component vector of float)
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| 0:29          'oVert' ( out block{ out 4-component vector of float v2})
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| 0:29          Constant:
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| 0:29            0 (const int)
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| 0:29        Constant:
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:?   Linker Objects
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| 0:?     'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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| 0:?     'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
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| 0:?     'oVert' ( out block{ out 4-component vector of float v2})
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| 0:?     'P' ( in 4-component vector of float)
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| 0:?     'gl_VertexID' ( gl_VertexId int VertexId)
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| 0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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| 
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| 
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| Linked vertex stage:
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| 
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| ERROR: Linking vertex stage: Types must match:
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| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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|     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}"
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| ERROR: Linking vertex stage: Types must match:
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| ERROR: Linking vertex stage: Storage qualifiers must match:
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| ERROR: Linking vertex stage: Layout qualification must match:
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|     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}"
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| ERROR: Linking vertex stage: Types must match:
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| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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|     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}"
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| ERROR: Linking vertex stage: Types must match:
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| WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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|     oV: " out block{ out 4-component vector of float v1}" versus oVert: " out block{ out 4-component vector of float v2}"
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| 
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| Shader version: 430
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| 0:? Sequence
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| 0:34  Function Definition: main( ( global void)
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| 0:34    Function Parameters: 
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| 0:36    Sequence
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| 0:36      move second child to first child ( temp 4-component vector of float)
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| 0:36        'oColor' ( smooth out 4-component vector of float)
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| 0:36        component-wise multiply ( temp 4-component vector of float)
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| 0:36          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:36            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:36            Constant:
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| 0:36              0 (const int)
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| 0:36          Function Call: getColor2( ( global 4-component vector of float)
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| 0:37      move second child to first child ( temp 4-component vector of float)
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| 0:37        v1: direct index for structure ( out 4-component vector of float)
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| 0:37          'oV' ( out block{ out 4-component vector of float v1})
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| 0:37          Constant:
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| 0:37            0 (const int)
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| 0:37        add ( temp 4-component vector of float)
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| 0:37          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:37            'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:37            Constant:
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| 0:37              0 (const int)
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| 0:37          color1: direct index for structure (layout( column_major std430 offset=0) buffer 4-component vector of float)
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| 0:37            'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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| 0:37            Constant:
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| 0:37              0 (const int)
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| 0:39      move second child to first child ( temp 4-component vector of float)
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| 0:39        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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| 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})
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| 0:39          Constant:
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| 0:39            0 (const uint)
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| 0:39        matrix-times-vector ( temp 4-component vector of float)
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| 0:39          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:39            'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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| 0:39            Constant:
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| 0:39              0 (const int)
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| 0:39          Function Call: getWorld( ( global 4-component vector of float)
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| 0:21  Function Definition: getColor2( ( global 4-component vector of float)
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| 0:21    Function Parameters: 
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| 0:23    Sequence
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| 0:23      Branch: Return with expression
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| 0:23        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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| 0:23          'uColorB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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| 0:23          Constant:
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| 0:23            0 (const int)
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| 0:26  Function Definition: getWorld( ( global 4-component vector of float)
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| 0:26    Function Parameters: 
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| 0:28    Sequence
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| 0:28      Branch: Return with expression
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| 0:28        matrix-times-vector ( temp 4-component vector of float)
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| 0:28          uWorld: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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| 0:28            'uDefaultB' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uWorld})
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| 0:28            Constant:
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| 0:28              0 (const int)
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| 0:28          'P' ( in 4-component vector of float)
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| 0:29      move second child to first child ( temp 4-component vector of float)
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| 0:29        v2: direct index for structure ( out 4-component vector of float)
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| 0:29          'oVert' ( out block{ out 4-component vector of float v2})
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| 0:29          Constant:
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| 0:29            0 (const int)
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| 0:29        Constant:
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:29          1.000000
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| 0:?   Linker Objects
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| 0:?     'uD' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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| 0:?     'oV' ( out block{ out 4-component vector of float v1})
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| 0:?     'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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| 0:?     'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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| 0:?     'oColor' ( smooth out 4-component vector of float)
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| 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})
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| 0:?     'gl_VertexID' ( gl_VertexId int VertexId)
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| 0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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| 0:?     'P' ( in 4-component vector of float)
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| 
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