mirror of
https://github.com/KhronosGroup/glslang
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50 lines
2.3 KiB
Plaintext
50 lines
2.3 KiB
Plaintext
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glsl.430.layoutOffset.error.vert
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ERROR: 0:5: '"offset" on block member' : not supported for this version or the enabled extensions
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ERROR: 1 compilation errors. No code generated.
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Shader version: 430
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ERROR: node is still EOpNull!
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'out_vs' ( smooth out 4-component vector of float)
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0:13 add ( temp 4-component vector of float)
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0:13 'in_vs' ( in 4-component vector of float)
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0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
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0:13 Constant:
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0:13 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
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0:? 'in_vs' ( in 4-component vector of float)
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0:? 'out_vs' ( smooth out 4-component vector of float)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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Linked vertex stage:
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Shader version: 430
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ERROR: node is still EOpNull!
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0:11 Function Definition: main( ( global void)
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0:11 Function Parameters:
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0:13 Sequence
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0:13 move second child to first child ( temp 4-component vector of float)
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0:13 'out_vs' ( smooth out 4-component vector of float)
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0:13 add ( temp 4-component vector of float)
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0:13 'in_vs' ( in 4-component vector of float)
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0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float)
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0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
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0:13 Constant:
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0:13 0 (const uint)
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0:? Linker Objects
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0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a})
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0:? 'in_vs' ( in 4-component vector of float)
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0:? 'out_vs' ( smooth out 4-component vector of float)
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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