--- /dev/null
+link.tesselation.tese
+Shader version: 440
+input primitive = triangles
+vertex spacing = fractional_odd_spacing
+triangle order = cw
+0:? Sequence
+0:15 Function Definition: main( ( global void)
+0:15 Function Parameters:
+0:17 Sequence
+0:17 Sequence
+0:17 move second child to first child ( temp float)
+0:17 'u' ( temp float)
+0:17 direct index ( temp float)
+0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:17 Constant:
+0:17 0 (const int)
+0:18 Sequence
+0:18 move second child to first child ( temp float)
+0:18 'v' ( temp float)
+0:18 direct index ( temp float)
+0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:18 Constant:
+0:18 1 (const int)
+0:19 Sequence
+0:19 move second child to first child ( temp float)
+0:19 'w' ( temp float)
+0:19 direct index ( temp float)
+0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:19 Constant:
+0:19 2 (const int)
+0:21 Sequence
+0:21 move second child to first child ( temp 2-component vector of float)
+0:21 'newUv' ( temp 2-component vector of float)
+0:21 Construct vec2 ( temp 2-component vector of float)
+0:21 add ( temp 2-component vector of float)
+0:21 add ( temp 2-component vector of float)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'u' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 0 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'v' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 1 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'w' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 2 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:22 move second child to first child ( temp 2-component vector of float)
+0:22 texCoord: direct index for structure ( out 2-component vector of float)
+0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+0:22 Constant:
+0:22 0 (const int)
+0:22 'newUv' ( temp 2-component vector of float)
+0:23 move second child to first child ( temp 4-component vector of float)
+0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:23 '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})
+0:23 Constant:
+0:23 0 (const uint)
+0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
+0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in unsized 1-element array of float ClipDistance gl_ClipDistance})
+0:23 'gl_PatchVerticesIn' ( in int PatchVertices)
+0:23 Constant:
+0:23 0 (const int)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+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})
+
+link.tesselation.tesc
+Shader version: 440
+vertices = 3
+0:? Sequence
+0:14 Function Definition: main( ( global void)
+0:14 Function Parameters:
+0:16 Sequence
+0:16 move second child to first child ( temp 2-component vector of float)
+0:16 texCoord: direct index for structure ( out 2-component vector of float)
+0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
+0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
+0:16 'gl_InvocationID' ( in int InvocationID)
+0:16 Constant:
+0:16 0 (const int)
+0:16 texCoord: direct index for structure ( in 2-component vector of float)
+0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:16 'gl_InvocationID' ( in int InvocationID)
+0:16 Constant:
+0:16 0 (const int)
+0:18 Sequence
+0:18 move second child to first child ( temp float)
+0:18 'tessLevel' ( temp float)
+0:18 Constant:
+0:18 10.000000
+0:19 move second child to first child ( temp float)
+0:19 indirect index ( patch temp float TessLevelOuter)
+0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
+0:19 'gl_InvocationID' ( in int InvocationID)
+0:19 'tessLevel' ( temp float)
+0:20 move second child to first child ( temp float)
+0:20 direct index ( patch temp float TessLevelInner)
+0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
+0:20 Constant:
+0:20 0 (const int)
+0:20 'tessLevel' ( temp float)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
+
+
+Linked tessellation control stage:
+
+
+Linked tessellation evaluation stage:
+
+
+Shader version: 440
+vertices = 3
+0:? Sequence
+0:14 Function Definition: main( ( global void)
+0:14 Function Parameters:
+0:16 Sequence
+0:16 move second child to first child ( temp 2-component vector of float)
+0:16 texCoord: direct index for structure ( out 2-component vector of float)
+0:16 indirect index (layout( location=0) temp block{ out 2-component vector of float texCoord})
+0:16 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
+0:16 'gl_InvocationID' ( in int InvocationID)
+0:16 Constant:
+0:16 0 (const int)
+0:16 texCoord: direct index for structure ( in 2-component vector of float)
+0:16 indirect index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:16 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:16 'gl_InvocationID' ( in int InvocationID)
+0:16 Constant:
+0:16 0 (const int)
+0:18 Sequence
+0:18 move second child to first child ( temp float)
+0:18 'tessLevel' ( temp float)
+0:18 Constant:
+0:18 10.000000
+0:19 move second child to first child ( temp float)
+0:19 indirect index ( patch temp float TessLevelOuter)
+0:19 'gl_TessLevelOuter' ( patch out 4-element array of float TessLevelOuter)
+0:19 'gl_InvocationID' ( in int InvocationID)
+0:19 'tessLevel' ( temp float)
+0:20 move second child to first child ( temp float)
+0:20 direct index ( patch temp float TessLevelInner)
+0:20 'gl_TessLevelInner' ( patch out 2-element array of float TessLevelInner)
+0:20 Constant:
+0:20 0 (const int)
+0:20 'tessLevel' ( temp float)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:? 'OUT' (layout( location=0) out 3-element array of block{ out 2-component vector of float texCoord})
+Shader version: 440
+input primitive = triangles
+vertex spacing = fractional_odd_spacing
+triangle order = cw
+0:? Sequence
+0:15 Function Definition: main( ( global void)
+0:15 Function Parameters:
+0:17 Sequence
+0:17 Sequence
+0:17 move second child to first child ( temp float)
+0:17 'u' ( temp float)
+0:17 direct index ( temp float)
+0:17 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:17 Constant:
+0:17 0 (const int)
+0:18 Sequence
+0:18 move second child to first child ( temp float)
+0:18 'v' ( temp float)
+0:18 direct index ( temp float)
+0:18 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:18 Constant:
+0:18 1 (const int)
+0:19 Sequence
+0:19 move second child to first child ( temp float)
+0:19 'w' ( temp float)
+0:19 direct index ( temp float)
+0:19 'gl_TessCoord' ( in 3-component vector of float TessCoord)
+0:19 Constant:
+0:19 2 (const int)
+0:21 Sequence
+0:21 move second child to first child ( temp 2-component vector of float)
+0:21 'newUv' ( temp 2-component vector of float)
+0:21 Construct vec2 ( temp 2-component vector of float)
+0:21 add ( temp 2-component vector of float)
+0:21 add ( temp 2-component vector of float)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'u' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 0 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'v' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 1 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:21 vector-scale ( temp 2-component vector of float)
+0:21 'w' ( temp float)
+0:21 texCoord: direct index for structure ( in 2-component vector of float)
+0:21 direct index (layout( location=0) temp block{ in 2-component vector of float texCoord})
+0:21 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:21 Constant:
+0:21 2 (const int)
+0:21 Constant:
+0:21 0 (const int)
+0:22 move second child to first child ( temp 2-component vector of float)
+0:22 texCoord: direct index for structure ( out 2-component vector of float)
+0:22 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+0:22 Constant:
+0:22 0 (const int)
+0:22 'newUv' ( temp 2-component vector of float)
+0:23 move second child to first child ( temp 4-component vector of float)
+0:23 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:23 '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})
+0:23 Constant:
+0:23 0 (const uint)
+0:23 gl_Position: direct index for structure ( in 4-component vector of float Position)
+0:23 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
+0:23 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})
+0:23 'gl_PatchVerticesIn' ( in int PatchVertices)
+0:23 Constant:
+0:23 0 (const int)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in 32-element array of block{ in 2-component vector of float texCoord})
+0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+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})
+
--- /dev/null
+link.tesselation.vert
+Shader version: 440
+0:? Sequence
+0:11 Function Definition: main( ( global void)
+0:11 Function Parameters:
+0:13 Sequence
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:13 '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})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 'i_Pos' (layout( location=0) in 4-component vector of float)
+0:14 move second child to first child ( temp 2-component vector of float)
+0:14 texCoord: direct index for structure ( out 2-component vector of float)
+0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+0:14 Constant:
+0:14 0 (const int)
+0:14 'i_Tex' (layout( location=1) in 2-component vector of float)
+0:? Linker Objects
+0:? 'i_Pos' (layout( location=0) in 4-component vector of float)
+0:? 'i_Tex' (layout( location=1) in 2-component vector of float)
+0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+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})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+
+link.tesselation.frag
+Shader version: 440
+0:? Sequence
+0:12 Function Definition: main( ( global void)
+0:12 Function Parameters:
+0:14 Sequence
+0:14 move second child to first child ( temp 4-component vector of float)
+0:14 'oColor' (layout( location=0) out 4-component vector of float)
+0:14 texture ( global 4-component vector of float)
+0:14 'mytex' (layout( binding=0) uniform sampler2D)
+0:14 texCoord: direct index for structure ( in 2-component vector of float)
+0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
+0:14 Constant:
+0:14 0 (const int)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
+0:? 'oColor' (layout( location=0) out 4-component vector of float)
+0:? 'mytex' (layout( binding=0) uniform sampler2D)
+
+
+Linked vertex stage:
+
+
+Linked fragment stage:
+
+
+Shader version: 440
+0:? Sequence
+0:11 Function Definition: main( ( global void)
+0:11 Function Parameters:
+0:13 Sequence
+0:13 move second child to first child ( temp 4-component vector of float)
+0:13 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
+0:13 '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})
+0:13 Constant:
+0:13 0 (const uint)
+0:13 'i_Pos' (layout( location=0) in 4-component vector of float)
+0:14 move second child to first child ( temp 2-component vector of float)
+0:14 texCoord: direct index for structure ( out 2-component vector of float)
+0:14 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+0:14 Constant:
+0:14 0 (const int)
+0:14 'i_Tex' (layout( location=1) in 2-component vector of float)
+0:? Linker Objects
+0:? 'i_Pos' (layout( location=0) in 4-component vector of float)
+0:? 'i_Tex' (layout( location=1) in 2-component vector of float)
+0:? 'OUT' (layout( location=0) out block{ out 2-component vector of float texCoord})
+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})
+0:? 'gl_VertexID' ( gl_VertexId int VertexId)
+0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
+Shader version: 440
+0:? Sequence
+0:12 Function Definition: main( ( global void)
+0:12 Function Parameters:
+0:14 Sequence
+0:14 move second child to first child ( temp 4-component vector of float)
+0:14 'oColor' (layout( location=0) out 4-component vector of float)
+0:14 texture ( global 4-component vector of float)
+0:14 'mytex' (layout( binding=0) uniform sampler2D)
+0:14 texCoord: direct index for structure ( in 2-component vector of float)
+0:14 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
+0:14 Constant:
+0:14 0 (const int)
+0:? Linker Objects
+0:? 'IN' (layout( location=0) in block{ in 2-component vector of float texCoord})
+0:? 'oColor' (layout( location=0) out 4-component vector of float)
+0:? 'mytex' (layout( binding=0) uniform sampler2D)
+