link.vk.pcNamingValid.0.0.vert Shader version: 450 0:? Sequence 0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 move second child to first child ( temp highp 4-component vector of float) 0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float) 0:18 component-wise multiply ( temp highp 4-component vector of float) 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:18 Constant: 0:18 2 (const int) 0:18 Function Call: getColor2( ( global highp 4-component vector of float) 0:20 move second child to first child ( temp highp 4-component vector of float) 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:20 '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, out unsized 1-element array of float CullDistance gl_CullDistance}) 0:20 Constant: 0:20 0 (const uint) 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 1 (const int) 0:20 Function Call: getWorld( ( global highp 4-component vector of float) 0:? Linker Objects 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'oColor' (layout( location=0) smooth out highp 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, out unsized 1-element array of float CullDistance gl_CullDistance}) link.vk.pcNamingValid.0.1.vert Shader version: 450 0:? Sequence 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) 0:13 Function Parameters: 0:15 Sequence 0:15 Branch: Return with expression 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:15 Constant: 0:15 3 (const int) 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) 0:18 Function Parameters: 0:20 Sequence 0:20 Branch: Return with expression 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 0 (const int) 0:20 'P' (layout( location=0) in highp 4-component vector of float) 0:? Linker Objects 0:? 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'P' (layout( location=0) in highp 4-component vector of float) Linked vertex stage: WARNING: Linking vertex stage: Matched shader interfaces are using different instance names. a: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}" versus b: "layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}" Shader version: 450 0:? Sequence 0:16 Function Definition: main( ( global void) 0:16 Function Parameters: 0:18 Sequence 0:18 move second child to first child ( temp highp 4-component vector of float) 0:18 'oColor' (layout( location=0) smooth out highp 4-component vector of float) 0:18 component-wise multiply ( temp highp 4-component vector of float) 0:18 color1: direct index for structure (layout( column_major std430 offset=128) uniform highp 4-component vector of float) 0:18 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:18 Constant: 0:18 2 (const int) 0:18 Function Call: getColor2( ( global highp 4-component vector of float) 0:20 move second child to first child ( temp highp 4-component vector of float) 0:20 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:20 '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, out 1-element array of float CullDistance gl_CullDistance}) 0:20 Constant: 0:20 0 (const uint) 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uProj: direct index for structure (layout( column_major std430 offset=64) uniform highp 4X4 matrix of float) 0:20 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 1 (const int) 0:20 Function Call: getWorld( ( global highp 4-component vector of float) 0:13 Function Definition: getColor2( ( global highp 4-component vector of float) 0:13 Function Parameters: 0:15 Sequence 0:15 Branch: Return with expression 0:15 color2: direct index for structure (layout( column_major std430 offset=144) uniform highp 4-component vector of float) 0:15 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:15 Constant: 0:15 3 (const int) 0:18 Function Definition: getWorld( ( global highp 4-component vector of float) 0:18 Function Parameters: 0:20 Sequence 0:20 Branch: Return with expression 0:20 matrix-times-vector ( temp highp 4-component vector of float) 0:20 uWorld: direct index for structure (layout( column_major std430 offset=0) uniform highp 4X4 matrix of float) 0:20 'b' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:20 Constant: 0:20 0 (const int) 0:20 'P' (layout( location=0) in highp 4-component vector of float) 0:? Linker Objects 0:? 'a' (layout( column_major std430 push_constant) uniform block{layout( column_major std430 offset=0) uniform highp 4X4 matrix of float uWorld, layout( column_major std430 offset=64) uniform highp 4X4 matrix of float uProj, layout( column_major std430 offset=128) uniform highp 4-component vector of float color1, layout( column_major std430 offset=144) uniform highp 4-component vector of float color2}) 0:? 'oColor' (layout( location=0) smooth out highp 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, out 1-element array of float CullDistance gl_CullDistance}) 0:? 'P' (layout( location=0) in highp 4-component vector of float) // Module Version 10000 // Generated by (magic number): 8000a // Id's are bound by 53 Capability Shader 1: ExtInstImport "GLSL.std.450" MemoryModel Logical GLSL450 EntryPoint Vertex 4 "main" 14 31 48 Source GLSL 450 Name 4 "main" Name 9 "getColor2(" Name 11 "getWorld(" Name 14 "oColor" Name 16 "PCBlock" MemberName 16(PCBlock) 0 "uWorld" MemberName 16(PCBlock) 1 "uProj" MemberName 16(PCBlock) 2 "color1" MemberName 16(PCBlock) 3 "color2" Name 18 "a" Name 29 "gl_PerVertex" MemberName 29(gl_PerVertex) 0 "gl_Position" MemberName 29(gl_PerVertex) 1 "gl_PointSize" MemberName 29(gl_PerVertex) 2 "gl_ClipDistance" MemberName 29(gl_PerVertex) 3 "gl_CullDistance" Name 31 "" Name 48 "P" Decorate 14(oColor) Location 0 MemberDecorate 16(PCBlock) 0 ColMajor MemberDecorate 16(PCBlock) 0 Offset 0 MemberDecorate 16(PCBlock) 0 MatrixStride 16 MemberDecorate 16(PCBlock) 1 ColMajor MemberDecorate 16(PCBlock) 1 Offset 64 MemberDecorate 16(PCBlock) 1 MatrixStride 16 MemberDecorate 16(PCBlock) 2 Offset 128 MemberDecorate 16(PCBlock) 3 Offset 144 Decorate 16(PCBlock) Block MemberDecorate 29(gl_PerVertex) 0 BuiltIn Position MemberDecorate 29(gl_PerVertex) 1 BuiltIn PointSize MemberDecorate 29(gl_PerVertex) 2 BuiltIn ClipDistance MemberDecorate 29(gl_PerVertex) 3 BuiltIn CullDistance Decorate 29(gl_PerVertex) Block Decorate 48(P) Location 0 2: TypeVoid 3: TypeFunction 2 6: TypeFloat 32 7: TypeVector 6(float) 4 8: TypeFunction 7(fvec4) 13: TypePointer Output 7(fvec4) 14(oColor): 13(ptr) Variable Output 15: TypeMatrix 7(fvec4) 4 16(PCBlock): TypeStruct 15 15 7(fvec4) 7(fvec4) 17: TypePointer PushConstant 16(PCBlock) 18(a): 17(ptr) Variable PushConstant 19: TypeInt 32 1 20: 19(int) Constant 2 21: TypePointer PushConstant 7(fvec4) 26: TypeInt 32 0 27: 26(int) Constant 1 28: TypeArray 6(float) 27 29(gl_PerVertex): TypeStruct 7(fvec4) 6(float) 28 28 30: TypePointer Output 29(gl_PerVertex) 31: 30(ptr) Variable Output 32: 19(int) Constant 0 33: 19(int) Constant 1 34: TypePointer PushConstant 15 40: 19(int) Constant 3 47: TypePointer Input 7(fvec4) 48(P): 47(ptr) Variable Input 4(main): 2 Function None 3 5: Label 22: 21(ptr) AccessChain 18(a) 20 23: 7(fvec4) Load 22 24: 7(fvec4) FunctionCall 9(getColor2() 25: 7(fvec4) FMul 23 24 Store 14(oColor) 25 35: 34(ptr) AccessChain 18(a) 33 36: 15 Load 35 37: 7(fvec4) FunctionCall 11(getWorld() 38: 7(fvec4) MatrixTimesVector 36 37 39: 13(ptr) AccessChain 31 32 Store 39 38 Return FunctionEnd 9(getColor2(): 7(fvec4) Function None 8 10: Label 41: 21(ptr) AccessChain 18(a) 40 42: 7(fvec4) Load 41 ReturnValue 42 FunctionEnd 11(getWorld(): 7(fvec4) Function None 8 12: Label 45: 34(ptr) AccessChain 18(a) 32 46: 15 Load 45 49: 7(fvec4) Load 48(P) 50: 7(fvec4) MatrixTimesVector 46 49 ReturnValue 50 FunctionEnd