link.clipCullDistance.vert Shader version: 440 0:? Sequence 0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:11 '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}) 0:11 Constant: 0:11 0 (const uint) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 move second child to first child ( temp float) 0:12 direct index ( temp float ClipDistance) 0:12 gl_ClipDistance: direct index for structure ( out 1-element array of float ClipDistance) 0:12 '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}) 0:12 Constant: 0:12 2 (const uint) 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 0.500000 0:? Linker Objects 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) link.clipCullDistance.geom Shader version: 440 invocations = -1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:8 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:8 Constant: 0:8 0 (const uint) 0:8 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:8 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:8 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0 (const int) 0:9 EmitVertex ( global void) 0:? Linker Objects 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance}) Linked vertex stage: Linked geometry stage: Shader version: 440 0:? Sequence 0:9 Function Definition: main( ( global void) 0:9 Function Parameters: 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:11 '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}) 0:11 Constant: 0:11 0 (const uint) 0:11 Constant: 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:11 1.000000 0:12 move second child to first child ( temp float) 0:12 direct index ( temp float ClipDistance) 0:12 gl_ClipDistance: direct index for structure ( out 1-element array of float ClipDistance) 0:12 '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}) 0:12 Constant: 0:12 2 (const uint) 0:12 Constant: 0:12 0 (const int) 0:12 Constant: 0:12 0.500000 0:? Linker Objects 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 440 invocations = 1 max_vertices = 3 input primitive = triangles output primitive = triangle_strip 0:? Sequence 0:6 Function Definition: main( ( global void) 0:6 Function Parameters: 0:8 Sequence 0:8 move second child to first child ( temp 4-component vector of float) 0:8 gl_Position: direct index for structure (layout( stream=0) gl_Position 4-component vector of float Position) 0:8 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance}) 0:8 Constant: 0:8 0 (const uint) 0:8 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:8 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) 0:8 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance}) 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 0 (const int) 0:9 EmitVertex ( global void) 0:? Linker Objects 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})