1 specExamples.vert 2 ERROR: 0:29: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers 3 ERROR: 0:31: 'triangles' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 4 ERROR: 0:31: 'invocations' : there is no such layout identifier for this stage taking an assigned value 5 ERROR: 0:33: 'lines' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 6 ERROR: 0:35: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 7 ERROR: 0:35: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value 8 ERROR: 0:36: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value 9 ERROR: 0:37: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 10 ERROR: 0:41: 'stream' : there is no such layout identifier for this stage taking an assigned value 11 ERROR: 0:43: 'stream' : there is no such layout identifier for this stage taking an assigned value 12 ERROR: 0:45: 'stream' : there is no such layout identifier for this stage taking an assigned value 13 ERROR: 0:46: 'stream' : there is no such layout identifier for this stage taking an assigned value 14 ERROR: 0:47: 'stream' : there is no such layout identifier for this stage taking an assigned value 15 ERROR: 0:50: 'stream' : there is no such layout identifier for this stage taking an assigned value 16 ERROR: 0:55: 'stream' : there is no such layout identifier for this stage taking an assigned value 17 ERROR: 0:80: 's17' : redefinition 18 ERROR: 0:85: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 19 ERROR: 0:87: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 20 ERROR: 0:89: 'binding' : atomic_uint binding is too large 21 ERROR: 0:91: 'bar' : redefinition 22 ERROR: 0:94: 'a2' : redefinition 23 ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 24 ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 25 ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 26 ERROR: 0:106: '' : vertex input cannot be further qualified 27 ERROR: 0:106: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor 28 ERROR: 0:112: 'ColorIvn' : identifier not previously declared 29 ERROR: 0:132: 'shared' : not supported in this stage: vertex 30 ERROR: 0:134: '' : function does not return a value: funcA 31 ERROR: 0:136: '' : function does not return a value: funcB 32 ERROR: 0:153: '' : function does not return a value: func3 33 ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter 34 ERROR: 32 compilation errors. No code generated. 35 36 37 Shader version: 430 38 Requested GL_3DL_array_objects 39 ERROR: node is still EOpNull! 40 0:134 Function Definition: funcA(I21; ( global 4-component vector of float) 41 0:134 Function Parameters: 42 0:134 'a' ( restrict in image2D) 43 0:136 Function Definition: funcB(I21; ( global 4-component vector of float) 44 0:136 Function Parameters: 45 0:136 'a' ( in image2D) 46 0:140 Function Definition: func(f1;f1;f1;f1; ( global float) 47 0:140 Function Parameters: 48 0:140 'e' ( in float) 49 0:140 'f' ( in float) 50 0:140 'g' ( in float) 51 0:140 'h' ( in float) 52 0:142 Sequence 53 0:142 Branch: Return with expression 54 0:142 add ( temp float) 55 0:142 component-wise multiply ( temp float) 56 0:142 'e' ( in float) 57 0:142 'f' ( in float) 58 0:142 component-wise multiply ( temp float) 59 0:142 'g' ( in float) 60 0:142 'h' ( in float) 61 0:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 62 0:146 Function Parameters: 63 0:146 'e' ( in float) 64 0:146 'f' ( in float) 65 0:146 'g' ( in float) 66 0:146 'h' ( in float) 67 0:148 Sequence 68 0:148 Sequence 69 0:148 move second child to first child ( temp float) 70 0:148 'result' ( noContraction temp float) 71 0:148 add ( temp float) 72 0:148 component-wise multiply ( temp float) 73 0:148 'e' ( in float) 74 0:148 'f' ( in float) 75 0:148 component-wise multiply ( temp float) 76 0:148 'g' ( in float) 77 0:148 'h' ( in float) 78 0:150 Branch: Return with expression 79 0:150 'result' ( noContraction temp float) 80 0:153 Function Definition: func3(f1;f1;f1; ( global float) 81 0:153 Function Parameters: 82 0:153 'i' ( in float) 83 0:153 'j' ( in float) 84 0:153 'k' ( noContraction out float) 85 0:155 Sequence 86 0:155 move second child to first child ( temp float) 87 0:155 'k' ( noContraction out float) 88 0:155 add ( temp float) 89 0:155 component-wise multiply ( temp float) 90 0:155 'i' ( in float) 91 0:155 'i' ( in float) 92 0:155 'j' ( in float) 93 0:158 Function Definition: main( ( global void) 94 0:158 Function Parameters: 95 0:160 Sequence 96 0:160 Sequence 97 0:160 move second child to first child ( temp 3-component vector of float) 98 0:160 'r' ( temp 3-component vector of float) 99 0:160 Construct vec3 ( temp 3-component vector of float) 100 0:160 component-wise multiply ( temp 4-component vector of float) 101 0:160 'a' ( in 4-component vector of float) 102 0:160 'b' ( in 4-component vector of float) 103 0:161 Sequence 104 0:161 move second child to first child ( temp 3-component vector of float) 105 0:161 's' ( temp 3-component vector of float) 106 0:161 Construct vec3 ( temp 3-component vector of float) 107 0:161 component-wise multiply ( temp 4-component vector of float) 108 0:161 'c' ( in 4-component vector of float) 109 0:161 'd' ( in 4-component vector of float) 110 0:162 move second child to first child ( temp 3-component vector of float) 111 0:162 vector swizzle ( noContraction temp 3-component vector of float) 112 0:162 'v' ( noContraction smooth out 4-component vector of float) 113 0:162 Sequence 114 0:162 Constant: 115 0:162 0 (const int) 116 0:162 Constant: 117 0:162 1 (const int) 118 0:162 Constant: 119 0:162 2 (const int) 120 0:162 add ( temp 3-component vector of float) 121 0:162 'r' ( temp 3-component vector of float) 122 0:162 's' ( temp 3-component vector of float) 123 0:163 move second child to first child ( temp float) 124 0:163 direct index ( noContraction temp float) 125 0:163 'v' ( noContraction smooth out 4-component vector of float) 126 0:163 Constant: 127 0:163 3 (const int) 128 0:163 add ( temp float) 129 0:163 component-wise multiply ( temp float) 130 0:163 direct index ( temp float) 131 0:163 'a' ( in 4-component vector of float) 132 0:163 Constant: 133 0:163 3 (const int) 134 0:163 direct index ( temp float) 135 0:163 'b' ( in 4-component vector of float) 136 0:163 Constant: 137 0:163 3 (const int) 138 0:163 component-wise multiply ( temp float) 139 0:163 direct index ( temp float) 140 0:163 'c' ( in 4-component vector of float) 141 0:163 Constant: 142 0:163 3 (const int) 143 0:163 direct index ( temp float) 144 0:163 'd' ( in 4-component vector of float) 145 0:163 Constant: 146 0:163 3 (const int) 147 0:164 move second child to first child ( temp float) 148 0:164 direct index ( noContraction temp float) 149 0:164 'v' ( noContraction smooth out 4-component vector of float) 150 0:164 Constant: 151 0:164 0 (const int) 152 0:164 Function Call: func(f1;f1;f1;f1; ( global float) 153 0:164 direct index ( temp float) 154 0:164 'a' ( in 4-component vector of float) 155 0:164 Constant: 156 0:164 0 (const int) 157 0:164 direct index ( temp float) 158 0:164 'b' ( in 4-component vector of float) 159 0:164 Constant: 160 0:164 0 (const int) 161 0:164 direct index ( temp float) 162 0:164 'c' ( in 4-component vector of float) 163 0:164 Constant: 164 0:164 0 (const int) 165 0:164 direct index ( temp float) 166 0:164 'd' ( in 4-component vector of float) 167 0:164 Constant: 168 0:164 0 (const int) 169 0:166 move second child to first child ( temp float) 170 0:166 direct index ( noContraction temp float) 171 0:166 'v' ( noContraction smooth out 4-component vector of float) 172 0:166 Constant: 173 0:166 0 (const int) 174 0:166 Function Call: func2(f1;f1;f1;f1; ( global float) 175 0:166 direct index ( temp float) 176 0:166 'a' ( in 4-component vector of float) 177 0:166 Constant: 178 0:166 0 (const int) 179 0:166 direct index ( temp float) 180 0:166 'b' ( in 4-component vector of float) 181 0:166 Constant: 182 0:166 0 (const int) 183 0:166 direct index ( temp float) 184 0:166 'c' ( in 4-component vector of float) 185 0:166 Constant: 186 0:166 0 (const int) 187 0:166 direct index ( temp float) 188 0:166 'd' ( in 4-component vector of float) 189 0:166 Constant: 190 0:166 0 (const int) 191 0:167 Function Call: func3(f1;f1;f1; ( global float) 192 0:167 component-wise multiply ( temp float) 193 0:167 direct index ( temp float) 194 0:167 'a' ( in 4-component vector of float) 195 0:167 Constant: 196 0:167 0 (const int) 197 0:167 direct index ( temp float) 198 0:167 'b' ( in 4-component vector of float) 199 0:167 Constant: 200 0:167 0 (const int) 201 0:167 component-wise multiply ( temp float) 202 0:167 direct index ( temp float) 203 0:167 'c' ( in 4-component vector of float) 204 0:167 Constant: 205 0:167 0 (const int) 206 0:167 direct index ( temp float) 207 0:167 'd' ( in 4-component vector of float) 208 0:167 Constant: 209 0:167 0 (const int) 210 0:167 direct index ( noContraction temp float) 211 0:167 'v' ( noContraction smooth out 4-component vector of float) 212 0:167 Constant: 213 0:167 0 (const int) 214 0:169 Function Call: funcA(I21; ( global 4-component vector of float) 215 0:169 'img1' (layout( rgba32f) uniform image2D) 216 0:170 Function Call: funcB(I21; ( global 4-component vector of float) 217 0:170 'img2' (layout( rgba32f) coherent uniform image2D) 218 0:? Sequence 219 0:178 Sequence 220 0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 221 0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 222 0:178 Constant: 223 0:178 3.000000 224 0:178 1.000000 225 0:178 2.000000 226 0:178 3.000000 227 0:? Sequence 228 0:185 Sequence 229 0:185 move second child to first child ( temp 5-element array of float) 230 0:185 'a' ( temp 5-element array of float) 231 0:185 Construct float ( temp 5-element array of float) 232 0:185 'g' ( temp float) 233 0:185 Constant: 234 0:185 1.000000 235 0:185 'g' ( temp float) 236 0:185 Constant: 237 0:185 2.300000 238 0:185 'g' ( temp float) 239 0:188 move second child to first child ( temp 3-element array of float) 240 0:188 'b' ( temp 3-element array of float) 241 0:188 Construct float ( temp 3-element array of float) 242 0:188 'g' ( temp float) 243 0:188 add ( temp float) 244 0:188 'g' ( temp float) 245 0:188 Constant: 246 0:188 1.000000 247 0:188 add ( temp float) 248 0:188 'g' ( temp float) 249 0:188 Constant: 250 0:188 2.000000 251 0:191 Sequence 252 0:191 Sequence 253 0:191 move second child to first child ( temp 2-element array of 4-component vector of float) 254 0:191 'b' ( temp 2-element array of 4-component vector of float) 255 0:191 Constant: 256 0:191 1.000000 257 0:191 1.000000 258 0:191 1.000000 259 0:191 1.000000 260 0:191 1.000000 261 0:191 1.000000 262 0:191 1.000000 263 0:191 1.000000 264 0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 265 0:192 'b' ( temp 2-element array of 4-component vector of float) 266 0:192 'b' ( temp 2-element array of 4-component vector of float) 267 0:192 'b' ( temp 2-element array of 4-component vector of float) 268 0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 269 0:193 'b' ( temp 2-element array of 4-component vector of float) 270 0:193 'b' ( temp 2-element array of 4-component vector of float) 271 0:193 'b' ( temp 2-element array of 4-component vector of float) 272 0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 273 0:194 'b' ( temp 2-element array of 4-component vector of float) 274 0:194 'b' ( temp 2-element array of 4-component vector of float) 275 0:194 'b' ( temp 2-element array of 4-component vector of float) 276 0:? Linker Objects 277 0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 278 0:? 'anon@0' ( out block{ out 4-component vector of float Color}) 279 0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a, layout( column_major shared) uniform float Deformation}) 280 0:? 'normal' (layout( location=3) in 4-component vector of float) 281 0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 282 0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 283 0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) 284 0:? 'var1' ( smooth out 4-component vector of float) 285 0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) 286 0:? 'var5' ( smooth out 4-component vector of float) 287 0:? 'anon@2' ( out block{ out 4-component vector of float var6}) 288 0:? 'var7' ( smooth out 4-component vector of float) 289 0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1}) 290 0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12}) 291 0:? 's17' (layout( binding=3) uniform sampler2D) 292 0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 293 0:? 'bar' (layout( binding=2) uniform atomic_uint) 294 0:? 'bar23' (layout( offset=8) uniform atomic_uint) 295 0:? 'b2' (layout( binding=2) uniform atomic_uint) 296 0:? 'c2' (layout( binding=3) uniform atomic_uint) 297 0:? 'd2' (layout( binding=2) uniform atomic_uint) 298 0:? 'anon@5' ( out block{ invariant 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, flat 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}) 299 0:? 'ColorInv' ( smooth out 3-component vector of float) 300 0:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 301 0:? 'position' ( noContraction smooth out 4-component vector of float) 302 0:? 'Color5' ( noContraction smooth out 3-component vector of float) 303 0:? 'a' ( in 4-component vector of float) 304 0:? 'b' ( in 4-component vector of float) 305 0:? 'c' ( in 4-component vector of float) 306 0:? 'd' ( in 4-component vector of float) 307 0:? 'v' ( noContraction smooth out 4-component vector of float) 308 0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) readonly buffer 4-component vector of float member1, layout( column_major shared) buffer 4-component vector of float member2}) 309 0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A}) 310 0:? 'shv' ( shared 4-component vector of float) 311 0:? 'img1' (layout( rgba32f) uniform image2D) 312 0:? 'img2' (layout( rgba32f) coherent uniform image2D) 313 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 314 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 315 316 317 Linked vertex stage: 318 319 320 Shader version: 430 321 Requested GL_3DL_array_objects 322 ERROR: node is still EOpNull! 323 0:134 Function Definition: funcA(I21; ( global 4-component vector of float) 324 0:134 Function Parameters: 325 0:134 'a' ( restrict in image2D) 326 0:136 Function Definition: funcB(I21; ( global 4-component vector of float) 327 0:136 Function Parameters: 328 0:136 'a' ( in image2D) 329 0:140 Function Definition: func(f1;f1;f1;f1; ( global float) 330 0:140 Function Parameters: 331 0:140 'e' ( in float) 332 0:140 'f' ( in float) 333 0:140 'g' ( in float) 334 0:140 'h' ( in float) 335 0:142 Sequence 336 0:142 Branch: Return with expression 337 0:142 add ( temp float) 338 0:142 component-wise multiply ( temp float) 339 0:142 'e' ( in float) 340 0:142 'f' ( in float) 341 0:142 component-wise multiply ( temp float) 342 0:142 'g' ( in float) 343 0:142 'h' ( in float) 344 0:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 345 0:146 Function Parameters: 346 0:146 'e' ( in float) 347 0:146 'f' ( in float) 348 0:146 'g' ( in float) 349 0:146 'h' ( in float) 350 0:148 Sequence 351 0:148 Sequence 352 0:148 move second child to first child ( temp float) 353 0:148 'result' ( noContraction temp float) 354 0:148 add ( temp float) 355 0:148 component-wise multiply ( temp float) 356 0:148 'e' ( in float) 357 0:148 'f' ( in float) 358 0:148 component-wise multiply ( temp float) 359 0:148 'g' ( in float) 360 0:148 'h' ( in float) 361 0:150 Branch: Return with expression 362 0:150 'result' ( noContraction temp float) 363 0:153 Function Definition: func3(f1;f1;f1; ( global float) 364 0:153 Function Parameters: 365 0:153 'i' ( in float) 366 0:153 'j' ( in float) 367 0:153 'k' ( noContraction out float) 368 0:155 Sequence 369 0:155 move second child to first child ( temp float) 370 0:155 'k' ( noContraction out float) 371 0:155 add ( temp float) 372 0:155 component-wise multiply ( temp float) 373 0:155 'i' ( in float) 374 0:155 'i' ( in float) 375 0:155 'j' ( in float) 376 0:158 Function Definition: main( ( global void) 377 0:158 Function Parameters: 378 0:160 Sequence 379 0:160 Sequence 380 0:160 move second child to first child ( temp 3-component vector of float) 381 0:160 'r' ( temp 3-component vector of float) 382 0:160 Construct vec3 ( temp 3-component vector of float) 383 0:160 component-wise multiply ( temp 4-component vector of float) 384 0:160 'a' ( in 4-component vector of float) 385 0:160 'b' ( in 4-component vector of float) 386 0:161 Sequence 387 0:161 move second child to first child ( temp 3-component vector of float) 388 0:161 's' ( temp 3-component vector of float) 389 0:161 Construct vec3 ( temp 3-component vector of float) 390 0:161 component-wise multiply ( temp 4-component vector of float) 391 0:161 'c' ( in 4-component vector of float) 392 0:161 'd' ( in 4-component vector of float) 393 0:162 move second child to first child ( temp 3-component vector of float) 394 0:162 vector swizzle ( noContraction temp 3-component vector of float) 395 0:162 'v' ( noContraction smooth out 4-component vector of float) 396 0:162 Sequence 397 0:162 Constant: 398 0:162 0 (const int) 399 0:162 Constant: 400 0:162 1 (const int) 401 0:162 Constant: 402 0:162 2 (const int) 403 0:162 add ( temp 3-component vector of float) 404 0:162 'r' ( temp 3-component vector of float) 405 0:162 's' ( temp 3-component vector of float) 406 0:163 move second child to first child ( temp float) 407 0:163 direct index ( noContraction temp float) 408 0:163 'v' ( noContraction smooth out 4-component vector of float) 409 0:163 Constant: 410 0:163 3 (const int) 411 0:163 add ( temp float) 412 0:163 component-wise multiply ( temp float) 413 0:163 direct index ( temp float) 414 0:163 'a' ( in 4-component vector of float) 415 0:163 Constant: 416 0:163 3 (const int) 417 0:163 direct index ( temp float) 418 0:163 'b' ( in 4-component vector of float) 419 0:163 Constant: 420 0:163 3 (const int) 421 0:163 component-wise multiply ( temp float) 422 0:163 direct index ( temp float) 423 0:163 'c' ( in 4-component vector of float) 424 0:163 Constant: 425 0:163 3 (const int) 426 0:163 direct index ( temp float) 427 0:163 'd' ( in 4-component vector of float) 428 0:163 Constant: 429 0:163 3 (const int) 430 0:164 move second child to first child ( temp float) 431 0:164 direct index ( noContraction temp float) 432 0:164 'v' ( noContraction smooth out 4-component vector of float) 433 0:164 Constant: 434 0:164 0 (const int) 435 0:164 Function Call: func(f1;f1;f1;f1; ( global float) 436 0:164 direct index ( temp float) 437 0:164 'a' ( in 4-component vector of float) 438 0:164 Constant: 439 0:164 0 (const int) 440 0:164 direct index ( temp float) 441 0:164 'b' ( in 4-component vector of float) 442 0:164 Constant: 443 0:164 0 (const int) 444 0:164 direct index ( temp float) 445 0:164 'c' ( in 4-component vector of float) 446 0:164 Constant: 447 0:164 0 (const int) 448 0:164 direct index ( temp float) 449 0:164 'd' ( in 4-component vector of float) 450 0:164 Constant: 451 0:164 0 (const int) 452 0:166 move second child to first child ( temp float) 453 0:166 direct index ( noContraction temp float) 454 0:166 'v' ( noContraction smooth out 4-component vector of float) 455 0:166 Constant: 456 0:166 0 (const int) 457 0:166 Function Call: func2(f1;f1;f1;f1; ( global float) 458 0:166 direct index ( temp float) 459 0:166 'a' ( in 4-component vector of float) 460 0:166 Constant: 461 0:166 0 (const int) 462 0:166 direct index ( temp float) 463 0:166 'b' ( in 4-component vector of float) 464 0:166 Constant: 465 0:166 0 (const int) 466 0:166 direct index ( temp float) 467 0:166 'c' ( in 4-component vector of float) 468 0:166 Constant: 469 0:166 0 (const int) 470 0:166 direct index ( temp float) 471 0:166 'd' ( in 4-component vector of float) 472 0:166 Constant: 473 0:166 0 (const int) 474 0:167 Function Call: func3(f1;f1;f1; ( global float) 475 0:167 component-wise multiply ( temp float) 476 0:167 direct index ( temp float) 477 0:167 'a' ( in 4-component vector of float) 478 0:167 Constant: 479 0:167 0 (const int) 480 0:167 direct index ( temp float) 481 0:167 'b' ( in 4-component vector of float) 482 0:167 Constant: 483 0:167 0 (const int) 484 0:167 component-wise multiply ( temp float) 485 0:167 direct index ( temp float) 486 0:167 'c' ( in 4-component vector of float) 487 0:167 Constant: 488 0:167 0 (const int) 489 0:167 direct index ( temp float) 490 0:167 'd' ( in 4-component vector of float) 491 0:167 Constant: 492 0:167 0 (const int) 493 0:167 direct index ( noContraction temp float) 494 0:167 'v' ( noContraction smooth out 4-component vector of float) 495 0:167 Constant: 496 0:167 0 (const int) 497 0:169 Function Call: funcA(I21; ( global 4-component vector of float) 498 0:169 'img1' (layout( rgba32f) uniform image2D) 499 0:170 Function Call: funcB(I21; ( global 4-component vector of float) 500 0:170 'img2' (layout( rgba32f) coherent uniform image2D) 501 0:? Sequence 502 0:178 Sequence 503 0:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 504 0:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 505 0:178 Constant: 506 0:178 3.000000 507 0:178 1.000000 508 0:178 2.000000 509 0:178 3.000000 510 0:? Sequence 511 0:185 Sequence 512 0:185 move second child to first child ( temp 5-element array of float) 513 0:185 'a' ( temp 5-element array of float) 514 0:185 Construct float ( temp 5-element array of float) 515 0:185 'g' ( temp float) 516 0:185 Constant: 517 0:185 1.000000 518 0:185 'g' ( temp float) 519 0:185 Constant: 520 0:185 2.300000 521 0:185 'g' ( temp float) 522 0:188 move second child to first child ( temp 3-element array of float) 523 0:188 'b' ( temp 3-element array of float) 524 0:188 Construct float ( temp 3-element array of float) 525 0:188 'g' ( temp float) 526 0:188 add ( temp float) 527 0:188 'g' ( temp float) 528 0:188 Constant: 529 0:188 1.000000 530 0:188 add ( temp float) 531 0:188 'g' ( temp float) 532 0:188 Constant: 533 0:188 2.000000 534 0:191 Sequence 535 0:191 Sequence 536 0:191 move second child to first child ( temp 2-element array of 4-component vector of float) 537 0:191 'b' ( temp 2-element array of 4-component vector of float) 538 0:191 Constant: 539 0:191 1.000000 540 0:191 1.000000 541 0:191 1.000000 542 0:191 1.000000 543 0:191 1.000000 544 0:191 1.000000 545 0:191 1.000000 546 0:191 1.000000 547 0:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 548 0:192 'b' ( temp 2-element array of 4-component vector of float) 549 0:192 'b' ( temp 2-element array of 4-component vector of float) 550 0:192 'b' ( temp 2-element array of 4-component vector of float) 551 0:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 552 0:193 'b' ( temp 2-element array of 4-component vector of float) 553 0:193 'b' ( temp 2-element array of 4-component vector of float) 554 0:193 'b' ( temp 2-element array of 4-component vector of float) 555 0:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 556 0:194 'b' ( temp 2-element array of 4-component vector of float) 557 0:194 'b' ( temp 2-element array of 4-component vector of float) 558 0:194 'b' ( temp 2-element array of 4-component vector of float) 559 0:? Linker Objects 560 0:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 561 0:? 'anon@0' ( out block{ out 4-component vector of float Color}) 562 0:? 'transforms' (layout( column_major shared) uniform 4-element array of block{layout( column_major shared) uniform 4X4 matrix of float ModelViewMatrix, layout( column_major shared) uniform 4X4 matrix of float ModelViewProjectionMatrix, layout( column_major shared) uniform 1-element array of 4-component vector of float a, layout( column_major shared) uniform float Deformation}) 563 0:? 'normal' (layout( location=3) in 4-component vector of float) 564 0:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 565 0:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 566 0:? 's' (layout( location=3) temp structure{ global 3-component vector of float a1, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c}) 567 0:? 'var1' ( smooth out 4-component vector of float) 568 0:? 'anon@1' ( out block{ out 4-component vector of float var2, out 2-component vector of float var3, out 3-component vector of float var4}) 569 0:? 'var5' ( smooth out 4-component vector of float) 570 0:? 'anon@2' ( out block{ out 4-component vector of float var6}) 571 0:? 'var7' ( smooth out 4-component vector of float) 572 0:? 'anon@3' (layout( row_major std140) uniform block{layout( row_major std140 offset=0) uniform 4X4 matrix of float M1, layout( column_major std140 offset=64) uniform 4X4 matrix of float M2, layout( row_major std140 offset=128) uniform 3X3 matrix of float N1}) 573 0:? 'anon@4' (layout( column_major shared) uniform block{layout( column_major shared) uniform 4X4 matrix of float M13, layout( row_major shared) uniform 4X4 matrix of float m14, layout( column_major shared) uniform 3X3 matrix of float N12}) 574 0:? 's17' (layout( binding=3) uniform sampler2D) 575 0:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 576 0:? 'bar' (layout( binding=2) uniform atomic_uint) 577 0:? 'bar23' (layout( offset=8) uniform atomic_uint) 578 0:? 'b2' (layout( binding=2) uniform atomic_uint) 579 0:? 'c2' (layout( binding=3) uniform atomic_uint) 580 0:? 'd2' (layout( binding=2) uniform atomic_uint) 581 0:? 'anon@5' ( out block{ invariant 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, flat 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}) 582 0:? 'ColorInv' ( smooth out 3-component vector of float) 583 0:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 584 0:? 'position' ( noContraction smooth out 4-component vector of float) 585 0:? 'Color5' ( noContraction smooth out 3-component vector of float) 586 0:? 'a' ( in 4-component vector of float) 587 0:? 'b' ( in 4-component vector of float) 588 0:? 'c' ( in 4-component vector of float) 589 0:? 'd' ( in 4-component vector of float) 590 0:? 'v' ( noContraction smooth out 4-component vector of float) 591 0:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) readonly buffer 4-component vector of float member1, layout( column_major shared) buffer 4-component vector of float member2}) 592 0:? 'anon@7' (layout( column_major shared) buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1A, layout( column_major shared) coherent buffer 4-component vector of float member2A}) 593 0:? 'shv' ( shared 4-component vector of float) 594 0:? 'img1' (layout( rgba32f) uniform image2D) 595 0:? 'img2' (layout( rgba32f) coherent uniform image2D) 596 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 597 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 598 599