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      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: 0:92: 'atomic_uint' : layout(binding=X) is required 
     23 ERROR: 0:94: 'a2' : redefinition 
     24 ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 
     25 ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 
     26 ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 
     27 ERROR: 0:106: '' : vertex input cannot be further qualified 
     28 ERROR: 0:106: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor
     29 ERROR: 0:112: 'ColorIvn' : identifier not previously declared 
     30 ERROR: 0:132: 'shared' : not supported in this stage: vertex
     31 ERROR: 0:134: '' : function does not return a value: funcA
     32 ERROR: 0:136: '' : function does not return a value: funcB
     33 ERROR: 0:153: '' : function does not return a value: func3
     34 ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter 
     35 ERROR: 33 compilation errors.  No code generated.
     36 
     37 
     38 Shader version: 430
     39 Requested GL_3DL_array_objects
     40 ERROR: node is still EOpNull!
     41 0:134  Function Definition: funcA(I21; ( global 4-component vector of float)
     42 0:134    Function Parameters: 
     43 0:134      'a' ( restrict in image2D)
     44 0:136  Function Definition: funcB(I21; ( global 4-component vector of float)
     45 0:136    Function Parameters: 
     46 0:136      'a' ( in image2D)
     47 0:140  Function Definition: func(f1;f1;f1;f1; ( global float)
     48 0:140    Function Parameters: 
     49 0:140      'e' ( in float)
     50 0:140      'f' ( in float)
     51 0:140      'g' ( in float)
     52 0:140      'h' ( in float)
     53 0:142    Sequence
     54 0:142      Branch: Return with expression
     55 0:142        add ( temp float)
     56 0:142          component-wise multiply ( temp float)
     57 0:142            'e' ( in float)
     58 0:142            'f' ( in float)
     59 0:142          component-wise multiply ( temp float)
     60 0:142            'g' ( in float)
     61 0:142            'h' ( in float)
     62 0:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
     63 0:146    Function Parameters: 
     64 0:146      'e' ( in float)
     65 0:146      'f' ( in float)
     66 0:146      'g' ( in float)
     67 0:146      'h' ( in float)
     68 0:148    Sequence
     69 0:148      Sequence
     70 0:148        move second child to first child ( temp float)
     71 0:148          'result' ( noContraction temp float)
     72 0:148          add ( temp float)
     73 0:148            component-wise multiply ( temp float)
     74 0:148              'e' ( in float)
     75 0:148              'f' ( in float)
     76 0:148            component-wise multiply ( temp float)
     77 0:148              'g' ( in float)
     78 0:148              'h' ( in float)
     79 0:150      Branch: Return with expression
     80 0:150        'result' ( noContraction temp float)
     81 0:153  Function Definition: func3(f1;f1;f1; ( global float)
     82 0:153    Function Parameters: 
     83 0:153      'i' ( in float)
     84 0:153      'j' ( in float)
     85 0:153      'k' ( noContraction out float)
     86 0:155    Sequence
     87 0:155      move second child to first child ( temp float)
     88 0:155        'k' ( noContraction out float)
     89 0:155        add ( temp float)
     90 0:155          component-wise multiply ( temp float)
     91 0:155            'i' ( in float)
     92 0:155            'i' ( in float)
     93 0:155          'j' ( in float)
     94 0:158  Function Definition: main( ( global void)
     95 0:158    Function Parameters: 
     96 0:160    Sequence
     97 0:160      Sequence
     98 0:160        move second child to first child ( temp 3-component vector of float)
     99 0:160          'r' ( temp 3-component vector of float)
    100 0:160          Construct vec3 ( temp 3-component vector of float)
    101 0:160            component-wise multiply ( temp 4-component vector of float)
    102 0:160              'a' ( in 4-component vector of float)
    103 0:160              'b' ( in 4-component vector of float)
    104 0:161      Sequence
    105 0:161        move second child to first child ( temp 3-component vector of float)
    106 0:161          's' ( temp 3-component vector of float)
    107 0:161          Construct vec3 ( temp 3-component vector of float)
    108 0:161            component-wise multiply ( temp 4-component vector of float)
    109 0:161              'c' ( in 4-component vector of float)
    110 0:161              'd' ( in 4-component vector of float)
    111 0:162      move second child to first child ( temp 3-component vector of float)
    112 0:162        vector swizzle ( noContraction temp 3-component vector of float)
    113 0:162          'v' ( noContraction smooth out 4-component vector of float)
    114 0:162          Sequence
    115 0:162            Constant:
    116 0:162              0 (const int)
    117 0:162            Constant:
    118 0:162              1 (const int)
    119 0:162            Constant:
    120 0:162              2 (const int)
    121 0:162        add ( temp 3-component vector of float)
    122 0:162          'r' ( temp 3-component vector of float)
    123 0:162          's' ( temp 3-component vector of float)
    124 0:163      move second child to first child ( temp float)
    125 0:163        direct index ( noContraction temp float)
    126 0:163          'v' ( noContraction smooth out 4-component vector of float)
    127 0:163          Constant:
    128 0:163            3 (const int)
    129 0:163        add ( temp float)
    130 0:163          component-wise multiply ( temp float)
    131 0:163            direct index ( temp float)
    132 0:163              'a' ( in 4-component vector of float)
    133 0:163              Constant:
    134 0:163                3 (const int)
    135 0:163            direct index ( temp float)
    136 0:163              'b' ( in 4-component vector of float)
    137 0:163              Constant:
    138 0:163                3 (const int)
    139 0:163          component-wise multiply ( temp float)
    140 0:163            direct index ( temp float)
    141 0:163              'c' ( in 4-component vector of float)
    142 0:163              Constant:
    143 0:163                3 (const int)
    144 0:163            direct index ( temp float)
    145 0:163              'd' ( in 4-component vector of float)
    146 0:163              Constant:
    147 0:163                3 (const int)
    148 0:164      move second child to first child ( temp float)
    149 0:164        direct index ( noContraction temp float)
    150 0:164          'v' ( noContraction smooth out 4-component vector of float)
    151 0:164          Constant:
    152 0:164            0 (const int)
    153 0:164        Function Call: func(f1;f1;f1;f1; ( global float)
    154 0:164          direct index ( temp float)
    155 0:164            'a' ( in 4-component vector of float)
    156 0:164            Constant:
    157 0:164              0 (const int)
    158 0:164          direct index ( temp float)
    159 0:164            'b' ( in 4-component vector of float)
    160 0:164            Constant:
    161 0:164              0 (const int)
    162 0:164          direct index ( temp float)
    163 0:164            'c' ( in 4-component vector of float)
    164 0:164            Constant:
    165 0:164              0 (const int)
    166 0:164          direct index ( temp float)
    167 0:164            'd' ( in 4-component vector of float)
    168 0:164            Constant:
    169 0:164              0 (const int)
    170 0:166      move second child to first child ( temp float)
    171 0:166        direct index ( noContraction temp float)
    172 0:166          'v' ( noContraction smooth out 4-component vector of float)
    173 0:166          Constant:
    174 0:166            0 (const int)
    175 0:166        Function Call: func2(f1;f1;f1;f1; ( global float)
    176 0:166          direct index ( temp float)
    177 0:166            'a' ( in 4-component vector of float)
    178 0:166            Constant:
    179 0:166              0 (const int)
    180 0:166          direct index ( temp float)
    181 0:166            'b' ( in 4-component vector of float)
    182 0:166            Constant:
    183 0:166              0 (const int)
    184 0:166          direct index ( temp float)
    185 0:166            'c' ( in 4-component vector of float)
    186 0:166            Constant:
    187 0:166              0 (const int)
    188 0:166          direct index ( temp float)
    189 0:166            'd' ( in 4-component vector of float)
    190 0:166            Constant:
    191 0:166              0 (const int)
    192 0:167      Function Call: func3(f1;f1;f1; ( global float)
    193 0:167        component-wise multiply ( temp float)
    194 0:167          direct index ( temp float)
    195 0:167            'a' ( in 4-component vector of float)
    196 0:167            Constant:
    197 0:167              0 (const int)
    198 0:167          direct index ( temp float)
    199 0:167            'b' ( in 4-component vector of float)
    200 0:167            Constant:
    201 0:167              0 (const int)
    202 0:167        component-wise multiply ( temp float)
    203 0:167          direct index ( temp float)
    204 0:167            'c' ( in 4-component vector of float)
    205 0:167            Constant:
    206 0:167              0 (const int)
    207 0:167          direct index ( temp float)
    208 0:167            'd' ( in 4-component vector of float)
    209 0:167            Constant:
    210 0:167              0 (const int)
    211 0:167        direct index ( noContraction temp float)
    212 0:167          'v' ( noContraction smooth out 4-component vector of float)
    213 0:167          Constant:
    214 0:167            0 (const int)
    215 0:169      Function Call: funcA(I21; ( global 4-component vector of float)
    216 0:169        'img1' (layout( rgba32f) uniform image2D)
    217 0:170      Function Call: funcB(I21; ( global 4-component vector of float)
    218 0:170        'img2' (layout( rgba32f) coherent uniform image2D)
    219 0:?       Sequence
    220 0:178        Sequence
    221 0:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
    222 0:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
    223 0:178            Constant:
    224 0:178              3.000000
    225 0:178              1.000000
    226 0:178              2.000000
    227 0:178              3.000000
    228 0:?       Sequence
    229 0:185        Sequence
    230 0:185          move second child to first child ( temp 5-element array of float)
    231 0:185            'a' ( temp 5-element array of float)
    232 0:185            Construct float ( temp 5-element array of float)
    233 0:185              'g' ( temp float)
    234 0:185              Constant:
    235 0:185                1.000000
    236 0:185              'g' ( temp float)
    237 0:185              Constant:
    238 0:185                2.300000
    239 0:185              'g' ( temp float)
    240 0:188        move second child to first child ( temp 3-element array of float)
    241 0:188          'b' ( temp 3-element array of float)
    242 0:188          Construct float ( temp 3-element array of float)
    243 0:188            'g' ( temp float)
    244 0:188            add ( temp float)
    245 0:188              'g' ( temp float)
    246 0:188              Constant:
    247 0:188                1.000000
    248 0:188            add ( temp float)
    249 0:188              'g' ( temp float)
    250 0:188              Constant:
    251 0:188                2.000000
    252 0:191      Sequence
    253 0:191        Sequence
    254 0:191          move second child to first child ( temp 2-element array of 4-component vector of float)
    255 0:191            'b' ( temp 2-element array of 4-component vector of float)
    256 0:191            Constant:
    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 0:191              1.000000
    265 0:192        Construct vec4 ( temp 3-element array of 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 0:192          'b' ( temp 2-element array of 4-component vector of float)
    269 0:193        Construct vec4 ( temp 3-element array of 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 0:193          'b' ( temp 2-element array of 4-component vector of float)
    273 0:194        Construct vec4 ( temp 3-element array of 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 0:194          'b' ( temp 2-element array of 4-component vector of float)
    277 0:?   Linker Objects
    278 0:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
    279 0:?     'anon@0' ( out block{ out 4-component vector of float Color})
    280 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})
    281 0:?     'normal' (layout( location=3) in 4-component vector of float)
    282 0:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
    283 0:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
    284 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})
    285 0:?     'var1' ( smooth out 4-component vector of float)
    286 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})
    287 0:?     'var5' ( smooth out 4-component vector of float)
    288 0:?     'anon@2' ( out block{ out 4-component vector of float var6})
    289 0:?     'var7' ( smooth out 4-component vector of float)
    290 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})
    291 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})
    292 0:?     's17' (layout( binding=3) uniform sampler2D)
    293 0:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
    294 0:?     'bar' (layout( binding=2) uniform atomic_uint)
    295 0:?     'bar23' (layout( offset=8) uniform atomic_uint)
    296 0:?     'b2' (layout( binding=2) uniform atomic_uint)
    297 0:?     'c2' (layout( binding=3) uniform atomic_uint)
    298 0:?     'd2' (layout( binding=2) uniform atomic_uint)
    299 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})
    300 0:?     'ColorInv' ( smooth out 3-component vector of float)
    301 0:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
    302 0:?     'position' ( noContraction smooth out 4-component vector of float)
    303 0:?     'Color5' ( noContraction smooth out 3-component vector of float)
    304 0:?     'a' ( in 4-component vector of float)
    305 0:?     'b' ( in 4-component vector of float)
    306 0:?     'c' ( in 4-component vector of float)
    307 0:?     'd' ( in 4-component vector of float)
    308 0:?     'v' ( noContraction smooth out 4-component vector of float)
    309 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})
    310 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})
    311 0:?     'shv' ( shared 4-component vector of float)
    312 0:?     'img1' (layout( rgba32f) uniform image2D)
    313 0:?     'img2' (layout( rgba32f) coherent uniform image2D)
    314 0:?     'gl_VertexID' ( gl_VertexId int VertexId)
    315 0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
    316 
    317 
    318 Linked vertex stage:
    319 
    320 
    321 Shader version: 430
    322 Requested GL_3DL_array_objects
    323 ERROR: node is still EOpNull!
    324 0:134  Function Definition: funcA(I21; ( global 4-component vector of float)
    325 0:134    Function Parameters: 
    326 0:134      'a' ( restrict in image2D)
    327 0:136  Function Definition: funcB(I21; ( global 4-component vector of float)
    328 0:136    Function Parameters: 
    329 0:136      'a' ( in image2D)
    330 0:140  Function Definition: func(f1;f1;f1;f1; ( global float)
    331 0:140    Function Parameters: 
    332 0:140      'e' ( in float)
    333 0:140      'f' ( in float)
    334 0:140      'g' ( in float)
    335 0:140      'h' ( in float)
    336 0:142    Sequence
    337 0:142      Branch: Return with expression
    338 0:142        add ( temp float)
    339 0:142          component-wise multiply ( temp float)
    340 0:142            'e' ( in float)
    341 0:142            'f' ( in float)
    342 0:142          component-wise multiply ( temp float)
    343 0:142            'g' ( in float)
    344 0:142            'h' ( in float)
    345 0:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
    346 0:146    Function Parameters: 
    347 0:146      'e' ( in float)
    348 0:146      'f' ( in float)
    349 0:146      'g' ( in float)
    350 0:146      'h' ( in float)
    351 0:148    Sequence
    352 0:148      Sequence
    353 0:148        move second child to first child ( temp float)
    354 0:148          'result' ( noContraction temp float)
    355 0:148          add ( temp float)
    356 0:148            component-wise multiply ( temp float)
    357 0:148              'e' ( in float)
    358 0:148              'f' ( in float)
    359 0:148            component-wise multiply ( temp float)
    360 0:148              'g' ( in float)
    361 0:148              'h' ( in float)
    362 0:150      Branch: Return with expression
    363 0:150        'result' ( noContraction temp float)
    364 0:153  Function Definition: func3(f1;f1;f1; ( global float)
    365 0:153    Function Parameters: 
    366 0:153      'i' ( in float)
    367 0:153      'j' ( in float)
    368 0:153      'k' ( noContraction out float)
    369 0:155    Sequence
    370 0:155      move second child to first child ( temp float)
    371 0:155        'k' ( noContraction out float)
    372 0:155        add ( temp float)
    373 0:155          component-wise multiply ( temp float)
    374 0:155            'i' ( in float)
    375 0:155            'i' ( in float)
    376 0:155          'j' ( in float)
    377 0:158  Function Definition: main( ( global void)
    378 0:158    Function Parameters: 
    379 0:160    Sequence
    380 0:160      Sequence
    381 0:160        move second child to first child ( temp 3-component vector of float)
    382 0:160          'r' ( temp 3-component vector of float)
    383 0:160          Construct vec3 ( temp 3-component vector of float)
    384 0:160            component-wise multiply ( temp 4-component vector of float)
    385 0:160              'a' ( in 4-component vector of float)
    386 0:160              'b' ( in 4-component vector of float)
    387 0:161      Sequence
    388 0:161        move second child to first child ( temp 3-component vector of float)
    389 0:161          's' ( temp 3-component vector of float)
    390 0:161          Construct vec3 ( temp 3-component vector of float)
    391 0:161            component-wise multiply ( temp 4-component vector of float)
    392 0:161              'c' ( in 4-component vector of float)
    393 0:161              'd' ( in 4-component vector of float)
    394 0:162      move second child to first child ( temp 3-component vector of float)
    395 0:162        vector swizzle ( noContraction temp 3-component vector of float)
    396 0:162          'v' ( noContraction smooth out 4-component vector of float)
    397 0:162          Sequence
    398 0:162            Constant:
    399 0:162              0 (const int)
    400 0:162            Constant:
    401 0:162              1 (const int)
    402 0:162            Constant:
    403 0:162              2 (const int)
    404 0:162        add ( temp 3-component vector of float)
    405 0:162          'r' ( temp 3-component vector of float)
    406 0:162          's' ( temp 3-component vector of float)
    407 0:163      move second child to first child ( temp float)
    408 0:163        direct index ( noContraction temp float)
    409 0:163          'v' ( noContraction smooth out 4-component vector of float)
    410 0:163          Constant:
    411 0:163            3 (const int)
    412 0:163        add ( temp float)
    413 0:163          component-wise multiply ( temp float)
    414 0:163            direct index ( temp float)
    415 0:163              'a' ( in 4-component vector of float)
    416 0:163              Constant:
    417 0:163                3 (const int)
    418 0:163            direct index ( temp float)
    419 0:163              'b' ( in 4-component vector of float)
    420 0:163              Constant:
    421 0:163                3 (const int)
    422 0:163          component-wise multiply ( temp float)
    423 0:163            direct index ( temp float)
    424 0:163              'c' ( in 4-component vector of float)
    425 0:163              Constant:
    426 0:163                3 (const int)
    427 0:163            direct index ( temp float)
    428 0:163              'd' ( in 4-component vector of float)
    429 0:163              Constant:
    430 0:163                3 (const int)
    431 0:164      move second child to first child ( temp float)
    432 0:164        direct index ( noContraction temp float)
    433 0:164          'v' ( noContraction smooth out 4-component vector of float)
    434 0:164          Constant:
    435 0:164            0 (const int)
    436 0:164        Function Call: func(f1;f1;f1;f1; ( global float)
    437 0:164          direct index ( temp float)
    438 0:164            'a' ( in 4-component vector of float)
    439 0:164            Constant:
    440 0:164              0 (const int)
    441 0:164          direct index ( temp float)
    442 0:164            'b' ( in 4-component vector of float)
    443 0:164            Constant:
    444 0:164              0 (const int)
    445 0:164          direct index ( temp float)
    446 0:164            'c' ( in 4-component vector of float)
    447 0:164            Constant:
    448 0:164              0 (const int)
    449 0:164          direct index ( temp float)
    450 0:164            'd' ( in 4-component vector of float)
    451 0:164            Constant:
    452 0:164              0 (const int)
    453 0:166      move second child to first child ( temp float)
    454 0:166        direct index ( noContraction temp float)
    455 0:166          'v' ( noContraction smooth out 4-component vector of float)
    456 0:166          Constant:
    457 0:166            0 (const int)
    458 0:166        Function Call: func2(f1;f1;f1;f1; ( global float)
    459 0:166          direct index ( temp float)
    460 0:166            'a' ( in 4-component vector of float)
    461 0:166            Constant:
    462 0:166              0 (const int)
    463 0:166          direct index ( temp float)
    464 0:166            'b' ( in 4-component vector of float)
    465 0:166            Constant:
    466 0:166              0 (const int)
    467 0:166          direct index ( temp float)
    468 0:166            'c' ( in 4-component vector of float)
    469 0:166            Constant:
    470 0:166              0 (const int)
    471 0:166          direct index ( temp float)
    472 0:166            'd' ( in 4-component vector of float)
    473 0:166            Constant:
    474 0:166              0 (const int)
    475 0:167      Function Call: func3(f1;f1;f1; ( global float)
    476 0:167        component-wise multiply ( temp float)
    477 0:167          direct index ( temp float)
    478 0:167            'a' ( in 4-component vector of float)
    479 0:167            Constant:
    480 0:167              0 (const int)
    481 0:167          direct index ( temp float)
    482 0:167            'b' ( in 4-component vector of float)
    483 0:167            Constant:
    484 0:167              0 (const int)
    485 0:167        component-wise multiply ( temp float)
    486 0:167          direct index ( temp float)
    487 0:167            'c' ( in 4-component vector of float)
    488 0:167            Constant:
    489 0:167              0 (const int)
    490 0:167          direct index ( temp float)
    491 0:167            'd' ( in 4-component vector of float)
    492 0:167            Constant:
    493 0:167              0 (const int)
    494 0:167        direct index ( noContraction temp float)
    495 0:167          'v' ( noContraction smooth out 4-component vector of float)
    496 0:167          Constant:
    497 0:167            0 (const int)
    498 0:169      Function Call: funcA(I21; ( global 4-component vector of float)
    499 0:169        'img1' (layout( rgba32f) uniform image2D)
    500 0:170      Function Call: funcB(I21; ( global 4-component vector of float)
    501 0:170        'img2' (layout( rgba32f) coherent uniform image2D)
    502 0:?       Sequence
    503 0:178        Sequence
    504 0:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
    505 0:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
    506 0:178            Constant:
    507 0:178              3.000000
    508 0:178              1.000000
    509 0:178              2.000000
    510 0:178              3.000000
    511 0:?       Sequence
    512 0:185        Sequence
    513 0:185          move second child to first child ( temp 5-element array of float)
    514 0:185            'a' ( temp 5-element array of float)
    515 0:185            Construct float ( temp 5-element array of float)
    516 0:185              'g' ( temp float)
    517 0:185              Constant:
    518 0:185                1.000000
    519 0:185              'g' ( temp float)
    520 0:185              Constant:
    521 0:185                2.300000
    522 0:185              'g' ( temp float)
    523 0:188        move second child to first child ( temp 3-element array of float)
    524 0:188          'b' ( temp 3-element array of float)
    525 0:188          Construct float ( temp 3-element array of float)
    526 0:188            'g' ( temp float)
    527 0:188            add ( temp float)
    528 0:188              'g' ( temp float)
    529 0:188              Constant:
    530 0:188                1.000000
    531 0:188            add ( temp float)
    532 0:188              'g' ( temp float)
    533 0:188              Constant:
    534 0:188                2.000000
    535 0:191      Sequence
    536 0:191        Sequence
    537 0:191          move second child to first child ( temp 2-element array of 4-component vector of float)
    538 0:191            'b' ( temp 2-element array of 4-component vector of float)
    539 0:191            Constant:
    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 0:191              1.000000
    548 0:192        Construct vec4 ( temp 3-element array of 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 0:192          'b' ( temp 2-element array of 4-component vector of float)
    552 0:193        Construct vec4 ( temp 3-element array of 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 0:193          'b' ( temp 2-element array of 4-component vector of float)
    556 0:194        Construct vec4 ( temp 3-element array of 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 0:194          'b' ( temp 2-element array of 4-component vector of float)
    560 0:?   Linker Objects
    561 0:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
    562 0:?     'anon@0' ( out block{ out 4-component vector of float Color})
    563 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})
    564 0:?     'normal' (layout( location=3) in 4-component vector of float)
    565 0:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
    566 0:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
    567 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})
    568 0:?     'var1' ( smooth out 4-component vector of float)
    569 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})
    570 0:?     'var5' ( smooth out 4-component vector of float)
    571 0:?     'anon@2' ( out block{ out 4-component vector of float var6})
    572 0:?     'var7' ( smooth out 4-component vector of float)
    573 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})
    574 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})
    575 0:?     's17' (layout( binding=3) uniform sampler2D)
    576 0:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
    577 0:?     'bar' (layout( binding=2) uniform atomic_uint)
    578 0:?     'bar23' (layout( offset=8) uniform atomic_uint)
    579 0:?     'b2' (layout( binding=2) uniform atomic_uint)
    580 0:?     'c2' (layout( binding=3) uniform atomic_uint)
    581 0:?     'd2' (layout( binding=2) uniform atomic_uint)
    582 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})
    583 0:?     'ColorInv' ( smooth out 3-component vector of float)
    584 0:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
    585 0:?     'position' ( noContraction smooth out 4-component vector of float)
    586 0:?     'Color5' ( noContraction smooth out 3-component vector of float)
    587 0:?     'a' ( in 4-component vector of float)
    588 0:?     'b' ( in 4-component vector of float)
    589 0:?     'c' ( in 4-component vector of float)
    590 0:?     'd' ( in 4-component vector of float)
    591 0:?     'v' ( noContraction smooth out 4-component vector of float)
    592 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})
    593 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})
    594 0:?     'shv' ( shared 4-component vector of float)
    595 0:?     'img1' (layout( rgba32f) uniform image2D)
    596 0:?     'img2' (layout( rgba32f) coherent uniform image2D)
    597 0:?     'gl_VertexID' ( gl_VertexId int VertexId)
    598 0:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
    599 
    600