link.multiUnitLayout.0.vert Shader version: 450 in xfb mode 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 unsized 1-element array of float ClipDistance gl_ClipDistance, out unsized 1-element array of float CullDistance gl_CullDistance}) 0:11 Constant: 0:11 0 (const uint) 0:11 Function Call: computePosition(vf4; ( global 4-component vector of float) 0:11 'in_position' (layout( location=0) in 4-component vector of float) 0:? Linker Objects 0:? 'in_position' (layout( location=0) in 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}) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) link.multiUnitLayout.1.vert Shader version: 450 0:? Sequence 0:3 Function Definition: computePosition(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 add ( temp 4-component vector of float) 0:5 Constant: 0:5 1.000000 0:5 1.000000 0:5 1.000000 0:5 1.000000 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:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: Shader version: 450 in xfb mode 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, out 1-element array of float CullDistance gl_CullDistance}) 0:11 Constant: 0:11 0 (const uint) 0:11 Function Call: computePosition(vf4; ( global 4-component vector of float) 0:11 'in_position' (layout( location=0) in 4-component vector of float) 0:3 Function Definition: computePosition(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 add ( temp 4-component vector of float) 0:5 Constant: 0:5 1.000000 0:5 1.000000 0:5 1.000000 0:5 1.000000 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:? 'in_position' (layout( location=0) in 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:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)