First Commit
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198
externals/glslang/Test/baseResults/link.multiBlocksInvalid.0.0.vert.out
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externals/glslang/Test/baseResults/link.multiBlocksInvalid.0.0.vert.out
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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})
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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})
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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.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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Linked vertex stage:
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ERROR: Linking vertex and vertex stages: Member names and types must match:
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Block: ColorBlock
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vertex stage: " vec4 color1"
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vertex stage: " vec4 color2"
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WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
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vertex stage: Block: ColorBlock Instance: uC: ""
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vertex stage: Block: ColorBlock Instance: uColorB: ""
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ERROR: Linking vertex and vertex stages: Member names and types must match:
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Block: ColorBlock
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vertex stage: " vec4 color1"
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vertex stage: " vec4 color2"
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ERROR: Linking vertex and vertex stages: Storage qualifiers must match:
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ERROR: Linking vertex and vertex stages: Layout packing qualifier must match:
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vertex stage: Block: ColorBlock Instance: uBufC: "layout( column_major std430) buffer"
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vertex stage: Block: ColorBlock Instance: uColorB: "layout( column_major std140) uniform"
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ERROR: Linking vertex and vertex stages: Member names and types must match:
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Block: Block
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vertex stage: " mat4x4 uProj"
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vertex stage: " mat4x4 uWorld"
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WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
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vertex stage: Block: Block Instance: uD: ""
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vertex stage: Block: Block Instance: uDefaultB: ""
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ERROR: Linking vertex and vertex stages: Member names and types must match:
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Block: Vertex
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vertex stage: " vec4 v1"
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vertex stage: " vec4 v2"
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WARNING: Linking vertex and vertex stages: Matched shader interfaces are using different instance names.
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vertex stage: Block: Vertex Instance: oV: ""
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vertex stage: Block: Vertex Instance: oVert: ""
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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})
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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})
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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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