178 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			178 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
link.multiAnonBlocksInvalid.0.0.vert
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ERROR: 0:22: 'ColorBlock' : nameless block contains a member that already has a name at global scope 
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ERROR: 0:42: 'v1' : redefinition 
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ERROR: 0:43: 'uProj' : redefinition 
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ERROR: 3 compilation errors.  No code generated.
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Shader version: 430
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ERROR: node is still EOpNull!
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0:46  Function Definition: main( ( global void)
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0:46    Function Parameters: 
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0:48    Sequence
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0:48      move second child to first child ( temp 4-component vector of float)
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0:48        'oColor' ( smooth out 4-component vector of float)
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0:48        component-wise multiply ( temp 4-component vector of float)
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0:48          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:48            'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
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0:48            Constant:
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0:48              0 (const uint)
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0:48          Function Call: getColor2( ( global 4-component vector of float)
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0:49      move second child to first child ( temp 4-component vector of float)
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0:49        v1: direct index for structure ( out 4-component vector of float)
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0:49          'anon@2' ( out block{ out 4-component vector of float v1})
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0:49          Constant:
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0:49            0 (const uint)
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0:49        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:49          'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
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0:49          Constant:
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0:49            0 (const uint)
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0:51      move second child to first child ( temp 4-component vector of float)
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0:51        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:51          'anon@4' ( 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})
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0:51          Constant:
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0:51            0 (const uint)
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0:51        matrix-times-vector ( temp 4-component vector of float)
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0:51          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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0:51            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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0:51            Constant:
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0:51              0 (const uint)
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0:51          Function Call: getWorld( ( global 4-component vector of float)
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0:?   Linker Objects
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0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b})
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0:?     'anon@2' ( out block{ out 4-component vector of float v1})
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0:?     'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
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0:?     'oColor' ( smooth out 4-component vector of float)
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0:?     'anon@4' ( 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})
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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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link.multiAnonBlocksInvalid.0.1.vert
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Shader version: 430
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0:? Sequence
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0:38  Function Definition: getColor2( ( global 4-component vector of float)
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0:38    Function Parameters: 
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0:40    Sequence
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0:40      Branch: Return with expression
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0:40        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:40          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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0:40          Constant:
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0:40            0 (const uint)
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0:43  Function Definition: getWorld( ( global 4-component vector of float)
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0:43    Function Parameters: 
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0:45    Sequence
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0:45      Branch: Return with expression
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0:45        matrix-times-vector ( temp 4-component vector of float)
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0:45          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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0:45            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:45            Constant:
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0:45              1 (const uint)
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0:45          'P' ( in 4-component vector of float)
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0:46      move second child to first child ( temp 4-component vector of float)
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0:46        v2: direct index for structure ( out 4-component vector of float)
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0:46          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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0:46          Constant:
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0:46            1 (const uint)
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0:46        Constant:
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0:46          1.000000
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0:46          1.000000
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0:46          1.000000
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0:46          1.000000
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0:?   Linker Objects
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0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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0:?     'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:?     'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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0:?     'anon@3' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a})
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0:?     'anon@4' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
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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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Linked vertex stage:
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ERROR: Linking vertex stage: Types must match:
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    anon@0: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus anon@1: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}"
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ERROR: Linking vertex stage: Types must match:
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    anon@2: " out block{ out 4-component vector of float v1}" versus " out block{ out 4-component vector of float v1,  out 4-component vector of float v2}"
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ERROR: Linking vertex stage: Types must match:
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    anon@1: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}" versus anon@3: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a}"
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ERROR: Linking vertex stage: Matched Uniform or Storage blocks must all be anonymous, or all be named:
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WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
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    myName: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}" versus anon@4: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}"
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Shader version: 430
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ERROR: node is still EOpNull!
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0:46  Function Definition: main( ( global void)
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0:46    Function Parameters: 
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0:48    Sequence
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0:48      move second child to first child ( temp 4-component vector of float)
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0:48        'oColor' ( smooth out 4-component vector of float)
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0:48        component-wise multiply ( temp 4-component vector of float)
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0:48          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:48            'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
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0:48            Constant:
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0:48              0 (const uint)
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0:48          Function Call: getColor2( ( global 4-component vector of float)
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0:49      move second child to first child ( temp 4-component vector of float)
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0:49        v1: direct index for structure ( out 4-component vector of float)
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0:49          'anon@2' ( out block{ out 4-component vector of float v1})
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0:49          Constant:
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0:49            0 (const uint)
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0:49        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:49          'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
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0:49          Constant:
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0:49            0 (const uint)
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0:51      move second child to first child ( temp 4-component vector of float)
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0:51        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:51          'anon@4' ( 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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0:51          Constant:
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0:51            0 (const uint)
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0:51        matrix-times-vector ( temp 4-component vector of float)
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0:51          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
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0:51            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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0:51            Constant:
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0:51              0 (const uint)
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0:51          Function Call: getWorld( ( global 4-component vector of float)
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0:38  Function Definition: getColor2( ( global 4-component vector of float)
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0:38    Function Parameters: 
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0:40    Sequence
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0:40      Branch: Return with expression
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0:40        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:40          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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0:40          Constant:
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0:40            0 (const uint)
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0:43  Function Definition: getWorld( ( global 4-component vector of float)
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0:43    Function Parameters: 
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0:45    Sequence
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0:45      Branch: Return with expression
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0:45        matrix-times-vector ( temp 4-component vector of float)
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0:45          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
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0:45            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
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0:45            Constant:
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0:45              1 (const uint)
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0:45          'P' ( in 4-component vector of float)
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0:46      move second child to first child ( temp 4-component vector of float)
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0:46        v2: direct index for structure ( out 4-component vector of float)
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0:46          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
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0:46          Constant:
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0:46            1 (const uint)
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0:46        Constant:
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0:46          1.000000
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0:46          1.000000
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0:46          1.000000
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0:46          1.000000
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0:?   Linker Objects
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0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
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0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b})
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0:?     'anon@2' ( out block{ out 4-component vector of float v1})
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0:?     'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
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0:?     'oColor' ( smooth out 4-component vector of float)
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0:?     'anon@4' ( 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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0:?     'gl_VertexID' ( gl_VertexId int VertexId)
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0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
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0:?     'P' ( in 4-component vector of float)
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