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