precision.frag ERROR: 0:3: 'float' : type requires declaration of default precision qualifier ERROR: 0:18: 'int' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:19: 'int' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:21: 'float' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:72: 'bool' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:75: 'structure' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:76: 'bool' : type cannot have precision qualifier ERROR: 7 compilation errors. No code generated. Shader version: 100 ERROR: node is still EOpNull! 0:5 Function Definition: foo(vf3; ( global lowp 2-component vector of float) 0:5 Function Parameters: 0:5 'mv3' ( in mediump 3-component vector of float) 0:? Sequence 0:8 Branch: Return with expression 0:8 vector swizzle ( temp highp 2-component vector of float) 0:8 'hv4' ( temp highp 4-component vector of float) 0:8 Sequence 0:8 Constant: 0:8 0 (const int) 0:8 Constant: 0:8 1 (const int) 0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence 0:27 Sequence 0:27 move second child to first child ( temp highp int) 0:27 'sum' ( temp lowp int) 0:27 add ( temp highp int) 0:27 'global_medium' ( global mediump int) 0:27 'global_high' ( global highp int) 0:29 move second child to first child ( temp mediump 4-component vector of float) 0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) 0:29 Construct vec4 ( temp mediump 4-component vector of float) 0:29 'color' ( smooth in mediump 3-component vector of float) 0:29 Constant: 0:29 1.000000 0:32 add second child into first child ( temp highp int) 0:32 'sum' ( temp lowp int) 0:32 'level1_high' ( temp highp int) 0:36 add second child into first child ( temp lowp int) 0:36 'sum' ( temp lowp int) 0:36 'level1_low' ( temp lowp int) 0:41 Sequence 0:41 move second child to first child ( temp mediump float) 0:41 'd' ( temp lowp float) 0:41 distance ( global mediump float) 0:41 'arg1' ( temp lowp float) 0:41 'arg2' ( temp mediump float) 0:? Sequence 0:45 add second child into first child ( temp lowp int) 0:45 'sum' ( temp lowp int) 0:45 'level2_low' ( temp lowp int) 0:49 add second child into first child ( temp highp int) 0:49 'sum' ( temp lowp int) 0:49 'level2_high' ( temp highp int) 0:58 Loop with condition not tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:51 Sequence 0:51 Test condition and select ( temp void) 0:51 Condition 0:51 Constant: 0:51 true (const bool) 0:51 true case 0:? Sequence 0:54 add second child into first child ( temp mediump int) 0:54 'sum' ( temp lowp int) 0:54 'level4_medium' ( temp mediump int) 0:57 add second child into first child ( temp highp int) 0:57 'sum' ( temp lowp int) 0:57 'level3_high' ( temp highp int) 0:60 add second child into first child ( temp highp int) 0:60 'sum' ( temp lowp int) 0:60 'level2_high2' ( temp highp int) 0:63 add second child into first child ( temp lowp int) 0:63 'sum' ( temp lowp int) 0:63 'level1_low3' ( temp lowp int) 0:65 add second child into first child ( temp lowp int) 0:65 'sum' ( temp lowp int) 0:65 add ( temp lowp int) 0:65 Constant: 0:65 4 (const int) 0:65 direct index ( temp lowp int) 0:65 add ( temp lowp 2-component vector of int) 0:65 component-wise multiply ( temp lowp 2-component vector of int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 'level1_low3' ( temp lowp int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 'level1_high' ( temp highp int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 Comma ( temp highp int) 0:65 'level1_low3' ( temp lowp int) 0:65 'level1_high' ( temp highp int) 0:65 Constant: 0:65 0 (const int) 0:67 texture ( global lowp 4-component vector of float) 0:67 'samplerLow' ( uniform lowp sampler2D) 0:67 Constant: 0:67 0.100000 0:67 0.200000 0:68 texture ( global mediump 4-component vector of float) 0:68 'samplerMed' ( uniform mediump sampler2D) 0:68 Constant: 0:68 0.100000 0:68 0.200000 0:69 texture ( global highp 4-component vector of float) 0:69 'samplerHigh' ( uniform highp sampler2D) 0:69 Constant: 0:69 0.100000 0:69 0.200000 0:? Linker Objects 0:? 'color' ( smooth in mediump 3-component vector of float) 0:? 'global_medium' ( global mediump int) 0:? 'samplerLow' ( uniform lowp sampler2D) 0:? 'samplerMed' ( uniform mediump sampler2D) 0:? 'samplerHigh' ( uniform highp sampler2D) 0:? 'uint' ( global mediump 4-component vector of float) 0:? 'global_high' ( global highp int) 0:? 'b2' ( global mediump 2-component vector of bool) Linked fragment stage: Shader version: 100 ERROR: node is still EOpNull! 0:25 Function Definition: main( ( global void) 0:25 Function Parameters: 0:27 Sequence 0:27 Sequence 0:27 move second child to first child ( temp highp int) 0:27 'sum' ( temp lowp int) 0:27 add ( temp highp int) 0:27 'global_medium' ( global mediump int) 0:27 'global_high' ( global highp int) 0:29 move second child to first child ( temp mediump 4-component vector of float) 0:29 'gl_FragColor' ( fragColor mediump 4-component vector of float FragColor) 0:29 Construct vec4 ( temp mediump 4-component vector of float) 0:29 'color' ( smooth in mediump 3-component vector of float) 0:29 Constant: 0:29 1.000000 0:32 add second child into first child ( temp highp int) 0:32 'sum' ( temp lowp int) 0:32 'level1_high' ( temp highp int) 0:36 add second child into first child ( temp lowp int) 0:36 'sum' ( temp lowp int) 0:36 'level1_low' ( temp lowp int) 0:41 Sequence 0:41 move second child to first child ( temp mediump float) 0:41 'd' ( temp lowp float) 0:41 distance ( global mediump float) 0:41 'arg1' ( temp lowp float) 0:41 'arg2' ( temp mediump float) 0:? Sequence 0:45 add second child into first child ( temp lowp int) 0:45 'sum' ( temp lowp int) 0:45 'level2_low' ( temp lowp int) 0:49 add second child into first child ( temp highp int) 0:49 'sum' ( temp lowp int) 0:49 'level2_high' ( temp highp int) 0:58 Loop with condition not tested first 0:58 Loop Condition 0:58 Constant: 0:58 true (const bool) 0:58 Loop Body 0:51 Sequence 0:51 Test condition and select ( temp void) 0:51 Condition 0:51 Constant: 0:51 true (const bool) 0:51 true case 0:? Sequence 0:54 add second child into first child ( temp mediump int) 0:54 'sum' ( temp lowp int) 0:54 'level4_medium' ( temp mediump int) 0:57 add second child into first child ( temp highp int) 0:57 'sum' ( temp lowp int) 0:57 'level3_high' ( temp highp int) 0:60 add second child into first child ( temp highp int) 0:60 'sum' ( temp lowp int) 0:60 'level2_high2' ( temp highp int) 0:63 add second child into first child ( temp lowp int) 0:63 'sum' ( temp lowp int) 0:63 'level1_low3' ( temp lowp int) 0:65 add second child into first child ( temp lowp int) 0:65 'sum' ( temp lowp int) 0:65 add ( temp lowp int) 0:65 Constant: 0:65 4 (const int) 0:65 direct index ( temp lowp int) 0:65 add ( temp lowp 2-component vector of int) 0:65 component-wise multiply ( temp lowp 2-component vector of int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 'level1_low3' ( temp lowp int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 'level1_high' ( temp highp int) 0:65 Construct ivec2 ( temp lowp 2-component vector of int) 0:65 Comma ( temp highp int) 0:65 'level1_low3' ( temp lowp int) 0:65 'level1_high' ( temp highp int) 0:65 Constant: 0:65 0 (const int) 0:67 texture ( global lowp 4-component vector of float) 0:67 'samplerLow' ( uniform lowp sampler2D) 0:67 Constant: 0:67 0.100000 0:67 0.200000 0:68 texture ( global mediump 4-component vector of float) 0:68 'samplerMed' ( uniform mediump sampler2D) 0:68 Constant: 0:68 0.100000 0:68 0.200000 0:69 texture ( global highp 4-component vector of float) 0:69 'samplerHigh' ( uniform highp sampler2D) 0:69 Constant: 0:69 0.100000 0:69 0.200000 0:? Linker Objects 0:? 'color' ( smooth in mediump 3-component vector of float) 0:? 'global_medium' ( global mediump int) 0:? 'samplerLow' ( uniform lowp sampler2D) 0:? 'samplerMed' ( uniform mediump sampler2D) 0:? 'samplerHigh' ( uniform highp sampler2D) 0:? 'uint' ( global mediump 4-component vector of float) 0:? 'global_high' ( global highp int) 0:? 'b2' ( global mediump 2-component vector of bool)