link.multiAnonBlocksInvalid.0.0.vert
ERROR: 0:22: 'ColorBlock' : nameless block contains a member that already has a name at global scope 
ERROR: 0:42: 'v1' : redefinition 
ERROR: 0:43: 'uProj' : redefinition 
ERROR: 3 compilation errors.  No code generated.


Shader version: 430
ERROR: node is still EOpNull!
0:46  Function Definition: main( ( global void)
0:46    Function Parameters: 
0:48    Sequence
0:48      move second child to first child ( temp 4-component vector of float)
0:48        'oColor' ( smooth out 4-component vector of float)
0:48        component-wise multiply ( temp 4-component vector of float)
0:48          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:48            'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
0:48            Constant:
0:48              0 (const uint)
0:48          Function Call: getColor2( ( global 4-component vector of float)
0:49      move second child to first child ( temp 4-component vector of float)
0:49        v1: direct index for structure ( out 4-component vector of float)
0:49          'anon@2' ( out block{ out 4-component vector of float v1})
0:49          Constant:
0:49            0 (const uint)
0:49        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:49          'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
0:49          Constant:
0:49            0 (const uint)
0:51      move second child to first child ( temp 4-component vector of float)
0:51        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:51          'anon@4' ( 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})
0:51          Constant:
0:51            0 (const uint)
0:51        matrix-times-vector ( temp 4-component vector of float)
0:51          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:51            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:51            Constant:
0:51              0 (const uint)
0:51          Function Call: getWorld( ( global 4-component vector of float)
0:?   Linker Objects
0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b})
0:?     'anon@2' ( out block{ out 4-component vector of float v1})
0:?     'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
0:?     'oColor' ( smooth out 4-component vector of float)
0:?     'anon@4' ( 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})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)

link.multiAnonBlocksInvalid.0.1.vert
Shader version: 430
0:? Sequence
0:38  Function Definition: getColor2( ( global 4-component vector of float)
0:38    Function Parameters: 
0:40    Sequence
0:40      Branch: Return with expression
0:40        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:40          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:40          Constant:
0:40            0 (const uint)
0:43  Function Definition: getWorld( ( global 4-component vector of float)
0:43    Function Parameters: 
0:45    Sequence
0:45      Branch: Return with expression
0:45        matrix-times-vector ( temp 4-component vector of float)
0:45          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:45            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:45            Constant:
0:45              1 (const uint)
0:45          'P' ( in 4-component vector of float)
0:46      move second child to first child ( temp 4-component vector of float)
0:46        v2: direct index for structure ( out 4-component vector of float)
0:46          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
0:46          Constant:
0:46            1 (const uint)
0:46        Constant:
0:46          1.000000
0:46          1.000000
0:46          1.000000
0:46          1.000000
0:?   Linker Objects
0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:?     'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:?     'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
0:?     'anon@3' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a})
0:?     'anon@4' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
0:?     'P' ( in 4-component vector of float)
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)


Linked vertex stage:

ERROR: Linking vertex stage: Types must match:
    anon@0: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj}" versus anon@1: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld}"
ERROR: Linking vertex stage: Types must match:
    anon@2: " out block{ out 4-component vector of float v1}" versus " out block{ out 4-component vector of float v1,  out 4-component vector of float v2}"
ERROR: Linking vertex stage: Types must match:
    anon@1: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b}" versus anon@3: "layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float a}"
ERROR: Linking vertex stage: Matched Uniform or Storage blocks must all be anonymous, or all be named:
WARNING: Linking vertex stage: Matched shader interfaces are using different instance names.
    myName: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}" versus anon@4: "layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m}"

Shader version: 430
ERROR: node is still EOpNull!
0:46  Function Definition: main( ( global void)
0:46    Function Parameters: 
0:48    Sequence
0:48      move second child to first child ( temp 4-component vector of float)
0:48        'oColor' ( smooth out 4-component vector of float)
0:48        component-wise multiply ( temp 4-component vector of float)
0:48          color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:48            'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
0:48            Constant:
0:48              0 (const uint)
0:48          Function Call: getColor2( ( global 4-component vector of float)
0:49      move second child to first child ( temp 4-component vector of float)
0:49        v1: direct index for structure ( out 4-component vector of float)
0:49          'anon@2' ( out block{ out 4-component vector of float v1})
0:49          Constant:
0:49            0 (const uint)
0:49        color1: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:49          'anon@3' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1, layout( column_major std140 offset=16) uniform 4-component vector of float color2, layout( column_major std140 offset=32) uniform 4-component vector of float v1})
0:49          Constant:
0:49            0 (const uint)
0:51      move second child to first child ( temp 4-component vector of float)
0:51        gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
0:51          'anon@4' ( 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})
0:51          Constant:
0:51            0 (const uint)
0:51        matrix-times-vector ( temp 4-component vector of float)
0:51          uProj: direct index for structure (layout( column_major std140 offset=0) uniform 4X4 matrix of float)
0:51            'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:51            Constant:
0:51              0 (const uint)
0:51          Function Call: getWorld( ( global 4-component vector of float)
0:38  Function Definition: getColor2( ( global 4-component vector of float)
0:38    Function Parameters: 
0:40    Sequence
0:40      Branch: Return with expression
0:40        color2: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
0:40          'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:40          Constant:
0:40            0 (const uint)
0:43  Function Definition: getWorld( ( global 4-component vector of float)
0:43    Function Parameters: 
0:45    Sequence
0:45      Branch: Return with expression
0:45        matrix-times-vector ( temp 4-component vector of float)
0:45          uWorld: direct index for structure (layout( column_major std140 offset=64) uniform 4X4 matrix of float)
0:45            'anon@1' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj, layout( column_major std140 offset=64) uniform 4X4 matrix of float uWorld})
0:45            Constant:
0:45              1 (const uint)
0:45          'P' ( in 4-component vector of float)
0:46      move second child to first child ( temp 4-component vector of float)
0:46        v2: direct index for structure ( out 4-component vector of float)
0:46          'anon@2' ( out block{ out 4-component vector of float v1,  out 4-component vector of float v2})
0:46          Constant:
0:46            1 (const uint)
0:46        Constant:
0:46          1.000000
0:46          1.000000
0:46          1.000000
0:46          1.000000
0:?   Linker Objects
0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float uProj})
0:?     'anon@1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 4-component vector of float b})
0:?     'anon@2' ( out block{ out 4-component vector of float v1})
0:?     'myName' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4X4 matrix of float m})
0:?     'oColor' ( smooth out 4-component vector of float)
0:?     'anon@4' ( 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})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
0:?     'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color2})
0:?     'P' ( in 4-component vector of float)

