link.multiUnitLayout.0.tese Shader version: 410 input primitive = triangles vertex spacing = equal_spacing triangle order = cw 0:? Sequence 0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence 0:9 move second child to first child ( temp 4-component vector of float) 0:9 'p0' ( temp 4-component vector of float) 0:9 vector-scale ( temp 4-component vector of float) 0:9 direct index ( temp float) 0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:9 Constant: 0:9 0 (const int) 0:9 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:9 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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:9 'gl_in' ( in 32-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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 0 (const int) 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'p1' ( temp 4-component vector of float) 0:10 vector-scale ( temp 4-component vector of float) 0:10 direct index ( temp float) 0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:10 Constant: 0:10 1 (const int) 0:10 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:10 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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:10 'gl_in' ( in 32-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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 'p2' ( temp 4-component vector of float) 0:11 vector-scale ( temp 4-component vector of float) 0:11 direct index ( temp float) 0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:11 Constant: 0:11 2 (const int) 0:11 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:11 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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:11 'gl_in' ( in 32-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, in unsized 1-element array of float CullDistance gl_CullDistance}) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0 (const int) 0:12 move second child to first child ( temp 4-component vector of float) 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:12 '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}) 0:12 Constant: 0:12 0 (const uint) 0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 'p0' ( temp 4-component vector of float) 0:12 'p1' ( temp 4-component vector of float) 0:12 'p2' ( temp 4-component vector of float) 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 unsized 1-element array of float ClipDistance gl_ClipDistance}) link.multiUnitLayout.1.tese Shader version: 410 input primitive = none vertex spacing = none triangle order = none 0:? Sequence 0:3 Function Definition: transformPosition(vf4; ( global 4-component vector of float) 0:3 Function Parameters: 0:3 'position' ( in 4-component vector of float) 0:5 Sequence 0:5 Branch: Return with expression 0:5 vector-scale ( temp 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 'position' ( in 4-component vector of float) 0:? Linker Objects Linked tessellation evaluation stage: Shader version: 410 input primitive = triangles vertex spacing = equal_spacing triangle order = cw 0:? Sequence 0:7 Function Definition: main( ( global void) 0:7 Function Parameters: 0:9 Sequence 0:9 Sequence 0:9 move second child to first child ( temp 4-component vector of float) 0:9 'p0' ( temp 4-component vector of float) 0:9 vector-scale ( temp 4-component vector of float) 0:9 direct index ( temp float) 0:9 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:9 Constant: 0:9 0 (const int) 0:9 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:9 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, in 1-element array of float CullDistance gl_CullDistance}) 0:9 'gl_in' ( in 32-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, in 1-element array of float CullDistance gl_CullDistance}) 0:9 Constant: 0:9 0 (const int) 0:9 Constant: 0:9 0 (const int) 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'p1' ( temp 4-component vector of float) 0:10 vector-scale ( temp 4-component vector of float) 0:10 direct index ( temp float) 0:10 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:10 Constant: 0:10 1 (const int) 0:10 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:10 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, in 1-element array of float CullDistance gl_CullDistance}) 0:10 'gl_in' ( in 32-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, in 1-element array of float CullDistance gl_CullDistance}) 0:10 Constant: 0:10 1 (const int) 0:10 Constant: 0:10 0 (const int) 0:11 Sequence 0:11 move second child to first child ( temp 4-component vector of float) 0:11 'p2' ( temp 4-component vector of float) 0:11 vector-scale ( temp 4-component vector of float) 0:11 direct index ( temp float) 0:11 'gl_TessCoord' ( in 3-component vector of float TessCoord) 0:11 Constant: 0:11 2 (const int) 0:11 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:11 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, in 1-element array of float CullDistance gl_CullDistance}) 0:11 'gl_in' ( in 32-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, in 1-element array of float CullDistance gl_CullDistance}) 0:11 Constant: 0:11 2 (const int) 0:11 Constant: 0:11 0 (const int) 0:12 move second child to first child ( temp 4-component vector of float) 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 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 0 (const uint) 0:12 Function Call: transformPosition(vf4; ( global 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 add ( temp 4-component vector of float) 0:12 'p0' ( temp 4-component vector of float) 0:12 'p1' ( temp 4-component vector of float) 0:12 'p2' ( temp 4-component vector of float) 0:3 Function Definition: transformPosition(vf4; ( global 4-component vector of float) 0:3 Function Parameters: 0:3 'position' ( in 4-component vector of float) 0:5 Sequence 0:5 Branch: Return with expression 0:5 vector-scale ( temp 4-component vector of float) 0:5 Constant: 0:5 2.000000 0:5 'position' ( in 4-component vector of float) 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})