1versionsClean.vert
2Shader version: 420
30:? Sequence
40:40  Function Definition: main( ( global void)
50:40    Function Parameters:
60:42    Sequence
70:42      move second child to first child ( temp 4-component vector of float)
80:42        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
90:42          '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
100:42          Constant:
110:42            0 (const uint)
120:42        Construct vec4 ( temp 4-component vector of float)
130:42          'color' ( in 3-component vector of float)
140:42          Constant:
150:42            142.000000
160:?   Linker Objects
170:?     'color' ( in 3-component vector of float)
180:?     'foo' ( uniform sampler2DRect)
190:?     '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
200:?     'gl_VertexID' ( gl_VertexId int VertexId)
210:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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23
24Linked vertex stage:
25
26
27Shader version: 420
280:? Sequence
290:40  Function Definition: main( ( global void)
300:40    Function Parameters:
310:42    Sequence
320:42      move second child to first child ( temp 4-component vector of float)
330:42        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
340:42          '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
350:42          Constant:
360:42            0 (const uint)
370:42        Construct vec4 ( temp 4-component vector of float)
380:42          'color' ( in 3-component vector of float)
390:42          Constant:
400:42            142.000000
410:?   Linker Objects
420:?     'color' ( in 3-component vector of float)
430:?     'foo' ( uniform sampler2DRect)
440:?     '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,  gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex,  out 4-component vector of float FrontColor gl_FrontColor,  out 4-component vector of float BackColor gl_BackColor,  out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor,  out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor,  out 1-element array of 4-component vector of float TexCoord gl_TexCoord,  out float FogFragCoord gl_FogFragCoord})
450:?     'gl_VertexID' ( gl_VertexId int VertexId)
460:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
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