iomap.crossStage.vk.2.vert Shader version: 460 0:? Sequence 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp highp 4-component vector of float) 0:10 val: direct index for structure ( out highp 4-component vector of float) 0:10 'anon@0' ( out block{ out highp 4-component vector of float val}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 0.500000 0:10 0.500000 0:10 0.500000 0:10 0.500000 0:11 move second child to first child ( temp highp 4-component vector of float) 0:11 'color' ( smooth out highp 4-component vector of float) 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 4-component vector of float) 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:12 'anon@1' ( 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}) 0:12 Constant: 0:12 0 (const uint) 0:12 Constant: 0:12 1.000000 0:12 1.000000 0:12 1.000000 0:12 1.000000 0:? Linker Objects 0:? 'anon@0' ( out block{ out highp 4-component vector of float val}) 0:? 'color' ( smooth out highp 4-component vector of float) 0:? 'anon@1' ( 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}) iomap.crossStage.vk.2.geom Shader version: 460 invocations = -1 max_vertices = 3 input primitive = points output primitive = triangle_strip 0:? Sequence 0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:25 Sequence 0:25 Sequence 0:25 Sequence 0:25 move second child to first child ( temp highp int) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 0 (const int) 0:25 Loop with condition tested first 0:25 Loop Condition 0:25 Compare Less Than ( temp bool) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 3 (const int) 0:25 Loop Body 0:26 Sequence 0:26 move second child to first child ( temp highp 4-component vector of float) 0:26 'colorOut' (layout( stream=0) out highp 4-component vector of float) 0:26 component-wise multiply ( temp highp 4-component vector of float) 0:26 indirect index ( temp highp 4-component vector of float) 0:26 'color' ( in 1-element array of highp 4-component vector of float) 0:26 'i' ( temp highp int) 0:26 val: direct index for structure ( in highp 4-component vector of float) 0:26 indirect index ( temp block{ in highp 4-component vector of float val}) 0:26 'vv' ( in 1-element array of block{ in highp 4-component vector of float val}) 0:26 'i' ( temp highp int) 0:26 Constant: 0:26 0 (const int) 0:27 move second child to first child ( temp highp 4-component vector of float) 0:27 vv2Val: direct index for structure (layout( stream=0) out highp 4-component vector of float) 0:27 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val}) 0:27 Constant: 0:27 0 (const uint) 0:27 Constant: 0:27 1.000000 0:27 1.000000 0:27 1.000000 0:27 1.000000 0:28 EmitVertex ( global void) 0:25 Loop Terminal Expression 0:25 Post-Increment ( temp highp int) 0:25 'i' ( temp highp int) 0:30 EndPrimitive ( global void) 0:? Linker Objects 0:? 'vgo1' ( in 1-element array of highp 4-component vector of float) 0:? 'color' ( in 1-element array of highp 4-component vector of float) 0:? 'colorOut' (layout( stream=0) out highp 4-component vector of float) 0:? 'vv' ( in 1-element array of block{ in highp 4-component vector of float val}) 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val}) iomap.crossStage.vk.2.frag Shader version: 460 gl_FragCoord origin is upper left 0:? Sequence 0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 move second child to first child ( temp highp 4-component vector of float) 0:21 'fragColor' ( out highp 4-component vector of float) 0:21 add ( temp highp 4-component vector of float) 0:21 'colorOut' ( smooth in highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 'unsetColor' ( smooth in highp 4-component vector of float) 0:21 Construct vec4 ( temp highp 4-component vector of float) 0:21 vector swizzle ( temp highp 4-component vector of float) 0:21 val: direct index for structure ( in highp 2-component vector of float) 0:21 'iVert' ( in block{ in highp 2-component vector of float val}) 0:21 Constant: 0:21 0 (const int) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Construct vec4 ( temp highp 4-component vector of float) 0:21 vector swizzle ( temp highp 4-component vector of float) 0:21 val2: direct index for structure ( in highp 2-component vector of float) 0:21 'anon@0' ( in block{ in highp 2-component vector of float val2}) 0:21 Constant: 0:21 0 (const uint) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 'vv2Val' ( smooth in highp 4-component vector of float) 0:? Linker Objects 0:? 'unsetColor' ( smooth in highp 4-component vector of float) 0:? 'colorOut' ( smooth in highp 4-component vector of float) 0:? 'fragColor' ( out highp 4-component vector of float) 0:? 'iVert' ( in block{ in highp 2-component vector of float val}) 0:? 'anon@0' ( in block{ in highp 2-component vector of float val2}) 0:? 'vv2Val' ( smooth in highp 4-component vector of float) Linked vertex stage: Linked geometry stage: Linked fragment stage: ERROR: Linking vertex and geometry stages: Input 'vgo1' in geometry shader has no corresponding output in vertex shader. ERROR: Linking geometry and fragment stages: Input 'unsetColor' in fragment shader has no corresponding output in geometry shader. ERROR: Linking geometry and fragment stages: Input 'Vertex' in fragment shader has no corresponding output in geometry shader. ERROR: Linking geometry and fragment stages: Input 'Vertex2' in fragment shader has no corresponding output in geometry shader. ERROR: Linking geometry and fragment stages: Input 'vv2Val' in fragment shader has no corresponding output in geometry shader. Shader version: 460 0:? Sequence 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp highp 4-component vector of float) 0:10 val: direct index for structure ( out highp 4-component vector of float) 0:10 'anon@0' ( out block{ out highp 4-component vector of float val}) 0:10 Constant: 0:10 0 (const uint) 0:10 Constant: 0:10 0.500000 0:10 0.500000 0:10 0.500000 0:10 0.500000 0:11 move second child to first child ( temp highp 4-component vector of float) 0:11 'color' ( smooth out highp 4-component vector of float) 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 4-component vector of float) 0:12 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position) 0:12 'anon@1' ( 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}) 0:12 Constant: 0:12 0 (const uint) 0:12 Constant: 0:12 1.000000 0:12 1.000000 0:12 1.000000 0:12 1.000000 0:? Linker Objects 0:? 'anon@0' ( out block{ out highp 4-component vector of float val}) 0:? 'color' ( smooth out highp 4-component vector of float) 0:? 'anon@1' ( 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}) Shader version: 460 invocations = 1 max_vertices = 3 input primitive = points output primitive = triangle_strip 0:? Sequence 0:23 Function Definition: main( ( global void) 0:23 Function Parameters: 0:25 Sequence 0:25 Sequence 0:25 Sequence 0:25 move second child to first child ( temp highp int) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 0 (const int) 0:25 Loop with condition tested first 0:25 Loop Condition 0:25 Compare Less Than ( temp bool) 0:25 'i' ( temp highp int) 0:25 Constant: 0:25 3 (const int) 0:25 Loop Body 0:26 Sequence 0:26 move second child to first child ( temp highp 4-component vector of float) 0:26 'colorOut' (layout( stream=0) out highp 4-component vector of float) 0:26 component-wise multiply ( temp highp 4-component vector of float) 0:26 indirect index ( temp highp 4-component vector of float) 0:26 'color' ( in 1-element array of highp 4-component vector of float) 0:26 'i' ( temp highp int) 0:26 val: direct index for structure ( in highp 4-component vector of float) 0:26 indirect index ( temp block{ in highp 4-component vector of float val}) 0:26 'vv' ( in 1-element array of block{ in highp 4-component vector of float val}) 0:26 'i' ( temp highp int) 0:26 Constant: 0:26 0 (const int) 0:27 move second child to first child ( temp highp 4-component vector of float) 0:27 vv2Val: direct index for structure (layout( stream=0) out highp 4-component vector of float) 0:27 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val}) 0:27 Constant: 0:27 0 (const uint) 0:27 Constant: 0:27 1.000000 0:27 1.000000 0:27 1.000000 0:27 1.000000 0:28 EmitVertex ( global void) 0:25 Loop Terminal Expression 0:25 Post-Increment ( temp highp int) 0:25 'i' ( temp highp int) 0:30 EndPrimitive ( global void) 0:? Linker Objects 0:? 'vgo1' ( in 1-element array of highp 4-component vector of float) 0:? 'color' ( in 1-element array of highp 4-component vector of float) 0:? 'colorOut' (layout( stream=0) out highp 4-component vector of float) 0:? 'vv' ( in 1-element array of block{ in highp 4-component vector of float val}) 0:? 'anon@0' (layout( stream=0) out block{layout( stream=0) out highp 4-component vector of float vv2Val}) Shader version: 460 gl_FragCoord origin is upper left 0:? Sequence 0:19 Function Definition: main( ( global void) 0:19 Function Parameters: 0:21 Sequence 0:21 move second child to first child ( temp highp 4-component vector of float) 0:21 'fragColor' ( out highp 4-component vector of float) 0:21 add ( temp highp 4-component vector of float) 0:21 'colorOut' ( smooth in highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 component-wise multiply ( temp highp 4-component vector of float) 0:21 'unsetColor' ( smooth in highp 4-component vector of float) 0:21 Construct vec4 ( temp highp 4-component vector of float) 0:21 vector swizzle ( temp highp 4-component vector of float) 0:21 val: direct index for structure ( in highp 2-component vector of float) 0:21 'iVert' ( in block{ in highp 2-component vector of float val}) 0:21 Constant: 0:21 0 (const int) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Construct vec4 ( temp highp 4-component vector of float) 0:21 vector swizzle ( temp highp 4-component vector of float) 0:21 val2: direct index for structure ( in highp 2-component vector of float) 0:21 'anon@0' ( in block{ in highp 2-component vector of float val2}) 0:21 Constant: 0:21 0 (const uint) 0:21 Sequence 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 0 (const int) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 1 (const int) 0:22 'vv2Val' ( smooth in highp 4-component vector of float) 0:? Linker Objects 0:? 'unsetColor' ( smooth in highp 4-component vector of float) 0:? 'colorOut' ( smooth in highp 4-component vector of float) 0:? 'fragColor' ( out highp 4-component vector of float) 0:? 'iVert' ( in block{ in highp 2-component vector of float val}) 0:? 'anon@0' ( in block{ in highp 2-component vector of float val2}) 0:? 'vv2Val' ( smooth in highp 4-component vector of float) Mismatched cross-stage IO Validation failed SPIR-V is not generated for failed compile or link