implicitArraySizeBuiltin.vert
Shader version: 460
0:? Sequence
0:3  Function Definition: f1(f1; ( global void)
0:3    Function Parameters: 
0:3      'x' ( in float)
0:5    Sequence
0:5      move second child to first child ( temp float)
0:5        direct index ( temp float ClipDistance)
0:5          gl_ClipDistance: direct index for structure ( out unsized 7-element array of float ClipDistance)
0:5            'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 7-element array of float ClipDistance gl_ClipDistance,  out unsized 2-element array of float CullDistance gl_CullDistance})
0:5            Constant:
0:5              2 (const uint)
0:5          Constant:
0:5            6 (const int)
0:5        'x' ( in float)
0:6      move second child to first child ( temp float)
0:6        direct index ( temp float CullDistance)
0:6          gl_CullDistance: direct index for structure ( out unsized 2-element array of float CullDistance)
0:6            'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 7-element array of float ClipDistance gl_ClipDistance,  out unsized 2-element array of float CullDistance gl_CullDistance})
0:6            Constant:
0:6              3 (const uint)
0:6          Constant:
0:6            1 (const int)
0:6        'x' ( in float)
0:9  Function Definition: main( ( global void)
0:9    Function Parameters: 
0:10    Sequence
0:10      Function Call: f1(f1; ( global void)
0:10        Constant:
0:10          0.100000
0:?   Linker Objects
0:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out unsized 7-element array of float ClipDistance gl_ClipDistance,  out unsized 2-element array of float CullDistance gl_CullDistance})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)

implicitArraySizeBuiltin.geom
Shader version: 460
invocations = -1
max_vertices = 204
input primitive = triangles
output primitive = line_strip
0:? Sequence
0:6  Function Definition: f2(f1; ( global void)
0:6    Function Parameters: 
0:6      'x' ( in float)
0:8    Sequence
0:8      move second child to first child ( temp float)
0:8        direct index (layout( stream=0) temp float ClipDistance)
0:8          gl_ClipDistance: direct index for structure (layout( stream=0) out unsized 7-element array of float ClipDistance)
0:8            'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 7-element array of float ClipDistance gl_ClipDistance, layout( stream=0) out unsized 2-element array of float CullDistance gl_CullDistance})
0:8            Constant:
0:8              2 (const uint)
0:8          Constant:
0:8            6 (const int)
0:8        direct index ( temp float ClipDistance)
0:8          gl_ClipDistance: direct index for structure ( in unsized 7-element array of float ClipDistance)
0:8            direct index ( temp block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 7-element array of float ClipDistance gl_ClipDistance,  in unsized 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:8              'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 7-element array of float ClipDistance gl_ClipDistance,  in unsized 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:8              Constant:
0:8                0 (const int)
0:8            Constant:
0:8              2 (const int)
0:8          Constant:
0:8            6 (const int)
0:10  Function Definition: f3(f1; ( global void)
0:10    Function Parameters: 
0:10      'x' ( in float)
0:12    Sequence
0:12      move second child to first child ( temp float)
0:12        direct index (layout( stream=0) temp float CullDistance)
0:12          gl_CullDistance: direct index for structure (layout( stream=0) out unsized 2-element array of float CullDistance)
0:12            'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 7-element array of float ClipDistance gl_ClipDistance, layout( stream=0) out unsized 2-element array of float CullDistance gl_CullDistance})
0:12            Constant:
0:12              3 (const uint)
0:12          Constant:
0:12            1 (const int)
0:12        direct index ( temp float CullDistance)
0:12          gl_CullDistance: direct index for structure ( in unsized 2-element array of float CullDistance)
0:12            direct index ( temp block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 7-element array of float ClipDistance gl_ClipDistance,  in unsized 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:12              'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 7-element array of float ClipDistance gl_ClipDistance,  in unsized 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:12              Constant:
0:12                0 (const int)
0:12            Constant:
0:12              3 (const int)
0:12          Constant:
0:12            1 (const int)
0:15  Function Definition: main( ( global void)
0:15    Function Parameters: 
0:19    Sequence
0:19      Function Call: f3(f1; ( global void)
0:19        Constant:
0:19          0.100000
0:?   Linker Objects
0:?     'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out unsized 7-element array of float ClipDistance gl_ClipDistance, layout( stream=0) out unsized 2-element array of float CullDistance gl_CullDistance})
0:?     'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in unsized 7-element array of float ClipDistance gl_ClipDistance,  in unsized 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})


Linked vertex stage:


Linked geometry stage:


Shader version: 460
0:? Sequence
0:3  Function Definition: f1(f1; ( global void)
0:3    Function Parameters: 
0:3      'x' ( in float)
0:5    Sequence
0:5      move second child to first child ( temp float)
0:5        direct index ( temp float ClipDistance)
0:5          gl_ClipDistance: direct index for structure ( out 7-element array of float ClipDistance)
0:5            'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 7-element array of float ClipDistance gl_ClipDistance,  out 2-element array of float CullDistance gl_CullDistance})
0:5            Constant:
0:5              2 (const uint)
0:5          Constant:
0:5            6 (const int)
0:5        'x' ( in float)
0:6      move second child to first child ( temp float)
0:6        direct index ( temp float CullDistance)
0:6          gl_CullDistance: direct index for structure ( out 2-element array of float CullDistance)
0:6            'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 7-element array of float ClipDistance gl_ClipDistance,  out 2-element array of float CullDistance gl_CullDistance})
0:6            Constant:
0:6              3 (const uint)
0:6          Constant:
0:6            1 (const int)
0:6        'x' ( in float)
0:9  Function Definition: main( ( global void)
0:9    Function Parameters: 
0:10    Sequence
0:10      Function Call: f1(f1; ( global void)
0:10        Constant:
0:10          0.100000
0:?   Linker Objects
0:?     'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position,  gl_PointSize float PointSize gl_PointSize,  out 7-element array of float ClipDistance gl_ClipDistance,  out 2-element array of float CullDistance gl_CullDistance})
0:?     'gl_VertexID' ( gl_VertexId int VertexId)
0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
Shader version: 460
invocations = 1
max_vertices = 204
input primitive = triangles
output primitive = line_strip
0:? Sequence
0:10  Function Definition: f3(f1; ( global void)
0:10    Function Parameters: 
0:10      'x' ( in float)
0:12    Sequence
0:12      move second child to first child ( temp float)
0:12        direct index (layout( stream=0) temp float CullDistance)
0:12          gl_CullDistance: direct index for structure (layout( stream=0) out 2-element array of float CullDistance)
0:12            'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 7-element array of float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of float CullDistance gl_CullDistance})
0:12            Constant:
0:12              3 (const uint)
0:12          Constant:
0:12            1 (const int)
0:12        direct index ( temp float CullDistance)
0:12          gl_CullDistance: direct index for structure ( in 2-element array of float CullDistance)
0:12            direct index ( temp block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in 7-element array of float ClipDistance gl_ClipDistance,  in 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:12              'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in 7-element array of float ClipDistance gl_ClipDistance,  in 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:12              Constant:
0:12                0 (const int)
0:12            Constant:
0:12              3 (const int)
0:12          Constant:
0:12            1 (const int)
0:15  Function Definition: main( ( global void)
0:15    Function Parameters: 
0:19    Sequence
0:19      Function Call: f3(f1; ( global void)
0:19        Constant:
0:19          0.100000
0:?   Linker Objects
0:?     'anon@0' (layout( stream=0) out block{layout( stream=0) gl_Position 4-component vector of float Position gl_Position, layout( stream=0) gl_PointSize float PointSize gl_PointSize, layout( stream=0) out 7-element array of float ClipDistance gl_ClipDistance, layout( stream=0) out 2-element array of float CullDistance gl_CullDistance})
0:?     'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position,  in float PointSize gl_PointSize,  in 7-element array of float ClipDistance gl_ClipDistance,  in 2-element array of float CullDistance gl_CullDistance,  in 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})

