1specExamples.vert 2ERROR: 0:29: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers 3ERROR: 0:31: 'triangles' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 4ERROR: 0:31: 'invocations' : there is no such layout identifier for this stage taking an assigned value 5ERROR: 0:33: 'lines' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 6ERROR: 0:35: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 7ERROR: 0:35: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value 8ERROR: 0:36: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value 9ERROR: 0:37: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 10ERROR: 0:41: 'stream' : there is no such layout identifier for this stage taking an assigned value 11ERROR: 0:43: 'stream' : there is no such layout identifier for this stage taking an assigned value 12ERROR: 0:45: 'stream' : there is no such layout identifier for this stage taking an assigned value 13ERROR: 0:46: 'stream' : there is no such layout identifier for this stage taking an assigned value 14ERROR: 0:47: 'stream' : there is no such layout identifier for this stage taking an assigned value 15ERROR: 0:50: 'stream' : there is no such layout identifier for this stage taking an assigned value 16ERROR: 0:55: 'stream' : there is no such layout identifier for this stage taking an assigned value 17ERROR: 0:80: 's17' : redefinition 18ERROR: 0:85: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 19ERROR: 0:87: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 20ERROR: 0:89: 'binding' : atomic_uint binding is too large 21ERROR: 0:91: 'bar' : redefinition 22ERROR: 0:92: 'atomic_uint' : layout(binding=X) is required 23ERROR: 0:94: 'a2' : redefinition 24ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 25ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 26ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings 27ERROR: 0:106: '' : vertex input cannot be further qualified 28ERROR: 0:106: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor 29ERROR: 0:112: 'ColorIvn' : identifier not previously declared 30ERROR: 0:132: 'shared' : not supported in this stage: vertex 31ERROR: 0:134: '' : function does not return a value: funcA 32ERROR: 0:136: '' : function does not return a value: funcB 33ERROR: 0:153: '' : function does not return a value: func3 34ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter 35ERROR: 33 compilation errors. No code generated. 36 37 38Shader version: 430 39Requested GL_3DL_array_objects 40ERROR: node is still EOpNull! 410:134 Function Definition: funcA(I21; ( global 4-component vector of float) 420:134 Function Parameters: 430:134 'a' ( restrict in image2D) 440:136 Function Definition: funcB(I21; ( global 4-component vector of float) 450:136 Function Parameters: 460:136 'a' ( in image2D) 470:140 Function Definition: func(f1;f1;f1;f1; ( global float) 480:140 Function Parameters: 490:140 'e' ( in float) 500:140 'f' ( in float) 510:140 'g' ( in float) 520:140 'h' ( in float) 530:142 Sequence 540:142 Branch: Return with expression 550:142 add ( temp float) 560:142 component-wise multiply ( temp float) 570:142 'e' ( in float) 580:142 'f' ( in float) 590:142 component-wise multiply ( temp float) 600:142 'g' ( in float) 610:142 'h' ( in float) 620:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 630:146 Function Parameters: 640:146 'e' ( in float) 650:146 'f' ( in float) 660:146 'g' ( in float) 670:146 'h' ( in float) 680:148 Sequence 690:148 Sequence 700:148 move second child to first child ( temp float) 710:148 'result' ( noContraction temp float) 720:148 add ( temp float) 730:148 component-wise multiply ( temp float) 740:148 'e' ( in float) 750:148 'f' ( in float) 760:148 component-wise multiply ( temp float) 770:148 'g' ( in float) 780:148 'h' ( in float) 790:150 Branch: Return with expression 800:150 'result' ( noContraction temp float) 810:153 Function Definition: func3(f1;f1;f1; ( global float) 820:153 Function Parameters: 830:153 'i' ( in float) 840:153 'j' ( in float) 850:153 'k' ( noContraction out float) 860:155 Sequence 870:155 move second child to first child ( temp float) 880:155 'k' ( noContraction out float) 890:155 add ( temp float) 900:155 component-wise multiply ( temp float) 910:155 'i' ( in float) 920:155 'i' ( in float) 930:155 'j' ( in float) 940:158 Function Definition: main( ( global void) 950:158 Function Parameters: 960:160 Sequence 970:160 Sequence 980:160 move second child to first child ( temp 3-component vector of float) 990:160 'r' ( temp 3-component vector of float) 1000:160 Construct vec3 ( temp 3-component vector of float) 1010:160 component-wise multiply ( temp 4-component vector of float) 1020:160 'a' ( in 4-component vector of float) 1030:160 'b' ( in 4-component vector of float) 1040:161 Sequence 1050:161 move second child to first child ( temp 3-component vector of float) 1060:161 's' ( temp 3-component vector of float) 1070:161 Construct vec3 ( temp 3-component vector of float) 1080:161 component-wise multiply ( temp 4-component vector of float) 1090:161 'c' ( in 4-component vector of float) 1100:161 'd' ( in 4-component vector of float) 1110:162 move second child to first child ( temp 3-component vector of float) 1120:162 vector swizzle ( noContraction temp 3-component vector of float) 1130:162 'v' ( noContraction smooth out 4-component vector of float) 1140:162 Sequence 1150:162 Constant: 1160:162 0 (const int) 1170:162 Constant: 1180:162 1 (const int) 1190:162 Constant: 1200:162 2 (const int) 1210:162 add ( temp 3-component vector of float) 1220:162 'r' ( temp 3-component vector of float) 1230:162 's' ( temp 3-component vector of float) 1240:163 move second child to first child ( temp float) 1250:163 direct index ( noContraction temp float) 1260:163 'v' ( noContraction smooth out 4-component vector of float) 1270:163 Constant: 1280:163 3 (const int) 1290:163 add ( temp float) 1300:163 component-wise multiply ( temp float) 1310:163 direct index ( temp float) 1320:163 'a' ( in 4-component vector of float) 1330:163 Constant: 1340:163 3 (const int) 1350:163 direct index ( temp float) 1360:163 'b' ( in 4-component vector of float) 1370:163 Constant: 1380:163 3 (const int) 1390:163 component-wise multiply ( temp float) 1400:163 direct index ( temp float) 1410:163 'c' ( in 4-component vector of float) 1420:163 Constant: 1430:163 3 (const int) 1440:163 direct index ( temp float) 1450:163 'd' ( in 4-component vector of float) 1460:163 Constant: 1470:163 3 (const int) 1480:164 move second child to first child ( temp float) 1490:164 direct index ( noContraction temp float) 1500:164 'v' ( noContraction smooth out 4-component vector of float) 1510:164 Constant: 1520:164 0 (const int) 1530:164 Function Call: func(f1;f1;f1;f1; ( global float) 1540:164 direct index ( temp float) 1550:164 'a' ( in 4-component vector of float) 1560:164 Constant: 1570:164 0 (const int) 1580:164 direct index ( temp float) 1590:164 'b' ( in 4-component vector of float) 1600:164 Constant: 1610:164 0 (const int) 1620:164 direct index ( temp float) 1630:164 'c' ( in 4-component vector of float) 1640:164 Constant: 1650:164 0 (const int) 1660:164 direct index ( temp float) 1670:164 'd' ( in 4-component vector of float) 1680:164 Constant: 1690:164 0 (const int) 1700:166 move second child to first child ( temp float) 1710:166 direct index ( noContraction temp float) 1720:166 'v' ( noContraction smooth out 4-component vector of float) 1730:166 Constant: 1740:166 0 (const int) 1750:166 Function Call: func2(f1;f1;f1;f1; ( global float) 1760:166 direct index ( temp float) 1770:166 'a' ( in 4-component vector of float) 1780:166 Constant: 1790:166 0 (const int) 1800:166 direct index ( temp float) 1810:166 'b' ( in 4-component vector of float) 1820:166 Constant: 1830:166 0 (const int) 1840:166 direct index ( temp float) 1850:166 'c' ( in 4-component vector of float) 1860:166 Constant: 1870:166 0 (const int) 1880:166 direct index ( temp float) 1890:166 'd' ( in 4-component vector of float) 1900:166 Constant: 1910:166 0 (const int) 1920:167 Function Call: func3(f1;f1;f1; ( global float) 1930:167 component-wise multiply ( temp float) 1940:167 direct index ( temp float) 1950:167 'a' ( in 4-component vector of float) 1960:167 Constant: 1970:167 0 (const int) 1980:167 direct index ( temp float) 1990:167 'b' ( in 4-component vector of float) 2000:167 Constant: 2010:167 0 (const int) 2020:167 component-wise multiply ( temp float) 2030:167 direct index ( temp float) 2040:167 'c' ( in 4-component vector of float) 2050:167 Constant: 2060:167 0 (const int) 2070:167 direct index ( temp float) 2080:167 'd' ( in 4-component vector of float) 2090:167 Constant: 2100:167 0 (const int) 2110:167 direct index ( noContraction temp float) 2120:167 'v' ( noContraction smooth out 4-component vector of float) 2130:167 Constant: 2140:167 0 (const int) 2150:169 Function Call: funcA(I21; ( global 4-component vector of float) 2160:169 'img1' (layout( rgba32f) uniform image2D) 2170:170 Function Call: funcB(I21; ( global 4-component vector of float) 2180:170 'img2' (layout( rgba32f) coherent uniform image2D) 2190:? Sequence 2200:178 Sequence 2210:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 2220:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 2230:178 Constant: 2240:178 3.000000 2250:178 1.000000 2260:178 2.000000 2270:178 3.000000 2280:? Sequence 2290:185 Sequence 2300:185 move second child to first child ( temp 5-element array of float) 2310:185 'a' ( temp 5-element array of float) 2320:185 Construct float ( temp 5-element array of float) 2330:185 'g' ( temp float) 2340:185 Constant: 2350:185 1.000000 2360:185 'g' ( temp float) 2370:185 Constant: 2380:185 2.300000 2390:185 'g' ( temp float) 2400:188 move second child to first child ( temp 3-element array of float) 2410:188 'b' ( temp 3-element array of float) 2420:188 Construct float ( temp 3-element array of float) 2430:188 'g' ( temp float) 2440:188 add ( temp float) 2450:188 'g' ( temp float) 2460:188 Constant: 2470:188 1.000000 2480:188 add ( temp float) 2490:188 'g' ( temp float) 2500:188 Constant: 2510:188 2.000000 2520:191 Sequence 2530:191 Sequence 2540:191 move second child to first child ( temp 2-element array of 4-component vector of float) 2550:191 'b' ( temp 2-element array of 4-component vector of float) 2560:191 Constant: 2570:191 1.000000 2580:191 1.000000 2590:191 1.000000 2600:191 1.000000 2610:191 1.000000 2620:191 1.000000 2630:191 1.000000 2640:191 1.000000 2650:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2660:192 'b' ( temp 2-element array of 4-component vector of float) 2670:192 'b' ( temp 2-element array of 4-component vector of float) 2680:192 'b' ( temp 2-element array of 4-component vector of float) 2690:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2700:193 'b' ( temp 2-element array of 4-component vector of float) 2710:193 'b' ( temp 2-element array of 4-component vector of float) 2720:193 'b' ( temp 2-element array of 4-component vector of float) 2730:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2740:194 'b' ( temp 2-element array of 4-component vector of float) 2750:194 'b' ( temp 2-element array of 4-component vector of float) 2760:194 'b' ( temp 2-element array of 4-component vector of float) 2770:? Linker Objects 2780:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 2790:? 'anon@0' ( out block{ out 4-component vector of float Color}) 2800:? '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}) 2810:? 'normal' (layout( location=3) in 4-component vector of float) 2820:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 2830:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 2840:? '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}) 2850:? 'var1' ( smooth out 4-component vector of float) 2860:? '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}) 2870:? 'var5' ( smooth out 4-component vector of float) 2880:? 'anon@2' ( out block{ out 4-component vector of float var6}) 2890:? 'var7' ( smooth out 4-component vector of float) 2900:? '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}) 2910:? '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}) 2920:? 's17' (layout( binding=3) uniform sampler2D) 2930:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 2940:? 'bar' (layout( binding=2) uniform atomic_uint) 2950:? 'bar23' (layout( offset=8) uniform atomic_uint) 2960:? 'b2' (layout( binding=2) uniform atomic_uint) 2970:? 'c2' (layout( binding=3) uniform atomic_uint) 2980:? 'd2' (layout( binding=2) uniform atomic_uint) 2990:? '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}) 3000:? 'ColorInv' ( smooth out 3-component vector of float) 3010:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 3020:? 'position' ( noContraction smooth out 4-component vector of float) 3030:? 'Color5' ( noContraction smooth out 3-component vector of float) 3040:? 'a' ( in 4-component vector of float) 3050:? 'b' ( in 4-component vector of float) 3060:? 'c' ( in 4-component vector of float) 3070:? 'd' ( in 4-component vector of float) 3080:? 'v' ( noContraction smooth out 4-component vector of float) 3090:? '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}) 3100:? '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}) 3110:? 'shv' ( shared 4-component vector of float) 3120:? 'img1' (layout( rgba32f) uniform image2D) 3130:? 'img2' (layout( rgba32f) coherent uniform image2D) 3140:? 'gl_VertexID' ( gl_VertexId int VertexId) 3150:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 316 317 318Linked vertex stage: 319 320 321Shader version: 430 322Requested GL_3DL_array_objects 323ERROR: node is still EOpNull! 3240:134 Function Definition: funcA(I21; ( global 4-component vector of float) 3250:134 Function Parameters: 3260:134 'a' ( restrict in image2D) 3270:136 Function Definition: funcB(I21; ( global 4-component vector of float) 3280:136 Function Parameters: 3290:136 'a' ( in image2D) 3300:140 Function Definition: func(f1;f1;f1;f1; ( global float) 3310:140 Function Parameters: 3320:140 'e' ( in float) 3330:140 'f' ( in float) 3340:140 'g' ( in float) 3350:140 'h' ( in float) 3360:142 Sequence 3370:142 Branch: Return with expression 3380:142 add ( temp float) 3390:142 component-wise multiply ( temp float) 3400:142 'e' ( in float) 3410:142 'f' ( in float) 3420:142 component-wise multiply ( temp float) 3430:142 'g' ( in float) 3440:142 'h' ( in float) 3450:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 3460:146 Function Parameters: 3470:146 'e' ( in float) 3480:146 'f' ( in float) 3490:146 'g' ( in float) 3500:146 'h' ( in float) 3510:148 Sequence 3520:148 Sequence 3530:148 move second child to first child ( temp float) 3540:148 'result' ( noContraction temp float) 3550:148 add ( temp float) 3560:148 component-wise multiply ( temp float) 3570:148 'e' ( in float) 3580:148 'f' ( in float) 3590:148 component-wise multiply ( temp float) 3600:148 'g' ( in float) 3610:148 'h' ( in float) 3620:150 Branch: Return with expression 3630:150 'result' ( noContraction temp float) 3640:153 Function Definition: func3(f1;f1;f1; ( global float) 3650:153 Function Parameters: 3660:153 'i' ( in float) 3670:153 'j' ( in float) 3680:153 'k' ( noContraction out float) 3690:155 Sequence 3700:155 move second child to first child ( temp float) 3710:155 'k' ( noContraction out float) 3720:155 add ( temp float) 3730:155 component-wise multiply ( temp float) 3740:155 'i' ( in float) 3750:155 'i' ( in float) 3760:155 'j' ( in float) 3770:158 Function Definition: main( ( global void) 3780:158 Function Parameters: 3790:160 Sequence 3800:160 Sequence 3810:160 move second child to first child ( temp 3-component vector of float) 3820:160 'r' ( temp 3-component vector of float) 3830:160 Construct vec3 ( temp 3-component vector of float) 3840:160 component-wise multiply ( temp 4-component vector of float) 3850:160 'a' ( in 4-component vector of float) 3860:160 'b' ( in 4-component vector of float) 3870:161 Sequence 3880:161 move second child to first child ( temp 3-component vector of float) 3890:161 's' ( temp 3-component vector of float) 3900:161 Construct vec3 ( temp 3-component vector of float) 3910:161 component-wise multiply ( temp 4-component vector of float) 3920:161 'c' ( in 4-component vector of float) 3930:161 'd' ( in 4-component vector of float) 3940:162 move second child to first child ( temp 3-component vector of float) 3950:162 vector swizzle ( noContraction temp 3-component vector of float) 3960:162 'v' ( noContraction smooth out 4-component vector of float) 3970:162 Sequence 3980:162 Constant: 3990:162 0 (const int) 4000:162 Constant: 4010:162 1 (const int) 4020:162 Constant: 4030:162 2 (const int) 4040:162 add ( temp 3-component vector of float) 4050:162 'r' ( temp 3-component vector of float) 4060:162 's' ( temp 3-component vector of float) 4070:163 move second child to first child ( temp float) 4080:163 direct index ( noContraction temp float) 4090:163 'v' ( noContraction smooth out 4-component vector of float) 4100:163 Constant: 4110:163 3 (const int) 4120:163 add ( temp float) 4130:163 component-wise multiply ( temp float) 4140:163 direct index ( temp float) 4150:163 'a' ( in 4-component vector of float) 4160:163 Constant: 4170:163 3 (const int) 4180:163 direct index ( temp float) 4190:163 'b' ( in 4-component vector of float) 4200:163 Constant: 4210:163 3 (const int) 4220:163 component-wise multiply ( temp float) 4230:163 direct index ( temp float) 4240:163 'c' ( in 4-component vector of float) 4250:163 Constant: 4260:163 3 (const int) 4270:163 direct index ( temp float) 4280:163 'd' ( in 4-component vector of float) 4290:163 Constant: 4300:163 3 (const int) 4310:164 move second child to first child ( temp float) 4320:164 direct index ( noContraction temp float) 4330:164 'v' ( noContraction smooth out 4-component vector of float) 4340:164 Constant: 4350:164 0 (const int) 4360:164 Function Call: func(f1;f1;f1;f1; ( global float) 4370:164 direct index ( temp float) 4380:164 'a' ( in 4-component vector of float) 4390:164 Constant: 4400:164 0 (const int) 4410:164 direct index ( temp float) 4420:164 'b' ( in 4-component vector of float) 4430:164 Constant: 4440:164 0 (const int) 4450:164 direct index ( temp float) 4460:164 'c' ( in 4-component vector of float) 4470:164 Constant: 4480:164 0 (const int) 4490:164 direct index ( temp float) 4500:164 'd' ( in 4-component vector of float) 4510:164 Constant: 4520:164 0 (const int) 4530:166 move second child to first child ( temp float) 4540:166 direct index ( noContraction temp float) 4550:166 'v' ( noContraction smooth out 4-component vector of float) 4560:166 Constant: 4570:166 0 (const int) 4580:166 Function Call: func2(f1;f1;f1;f1; ( global float) 4590:166 direct index ( temp float) 4600:166 'a' ( in 4-component vector of float) 4610:166 Constant: 4620:166 0 (const int) 4630:166 direct index ( temp float) 4640:166 'b' ( in 4-component vector of float) 4650:166 Constant: 4660:166 0 (const int) 4670:166 direct index ( temp float) 4680:166 'c' ( in 4-component vector of float) 4690:166 Constant: 4700:166 0 (const int) 4710:166 direct index ( temp float) 4720:166 'd' ( in 4-component vector of float) 4730:166 Constant: 4740:166 0 (const int) 4750:167 Function Call: func3(f1;f1;f1; ( global float) 4760:167 component-wise multiply ( temp float) 4770:167 direct index ( temp float) 4780:167 'a' ( in 4-component vector of float) 4790:167 Constant: 4800:167 0 (const int) 4810:167 direct index ( temp float) 4820:167 'b' ( in 4-component vector of float) 4830:167 Constant: 4840:167 0 (const int) 4850:167 component-wise multiply ( temp float) 4860:167 direct index ( temp float) 4870:167 'c' ( in 4-component vector of float) 4880:167 Constant: 4890:167 0 (const int) 4900:167 direct index ( temp float) 4910:167 'd' ( in 4-component vector of float) 4920:167 Constant: 4930:167 0 (const int) 4940:167 direct index ( noContraction temp float) 4950:167 'v' ( noContraction smooth out 4-component vector of float) 4960:167 Constant: 4970:167 0 (const int) 4980:169 Function Call: funcA(I21; ( global 4-component vector of float) 4990:169 'img1' (layout( rgba32f) uniform image2D) 5000:170 Function Call: funcB(I21; ( global 4-component vector of float) 5010:170 'img2' (layout( rgba32f) coherent uniform image2D) 5020:? Sequence 5030:178 Sequence 5040:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 5050:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 5060:178 Constant: 5070:178 3.000000 5080:178 1.000000 5090:178 2.000000 5100:178 3.000000 5110:? Sequence 5120:185 Sequence 5130:185 move second child to first child ( temp 5-element array of float) 5140:185 'a' ( temp 5-element array of float) 5150:185 Construct float ( temp 5-element array of float) 5160:185 'g' ( temp float) 5170:185 Constant: 5180:185 1.000000 5190:185 'g' ( temp float) 5200:185 Constant: 5210:185 2.300000 5220:185 'g' ( temp float) 5230:188 move second child to first child ( temp 3-element array of float) 5240:188 'b' ( temp 3-element array of float) 5250:188 Construct float ( temp 3-element array of float) 5260:188 'g' ( temp float) 5270:188 add ( temp float) 5280:188 'g' ( temp float) 5290:188 Constant: 5300:188 1.000000 5310:188 add ( temp float) 5320:188 'g' ( temp float) 5330:188 Constant: 5340:188 2.000000 5350:191 Sequence 5360:191 Sequence 5370:191 move second child to first child ( temp 2-element array of 4-component vector of float) 5380:191 'b' ( temp 2-element array of 4-component vector of float) 5390:191 Constant: 5400:191 1.000000 5410:191 1.000000 5420:191 1.000000 5430:191 1.000000 5440:191 1.000000 5450:191 1.000000 5460:191 1.000000 5470:191 1.000000 5480:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5490:192 'b' ( temp 2-element array of 4-component vector of float) 5500:192 'b' ( temp 2-element array of 4-component vector of float) 5510:192 'b' ( temp 2-element array of 4-component vector of float) 5520:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5530:193 'b' ( temp 2-element array of 4-component vector of float) 5540:193 'b' ( temp 2-element array of 4-component vector of float) 5550:193 'b' ( temp 2-element array of 4-component vector of float) 5560:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5570:194 'b' ( temp 2-element array of 4-component vector of float) 5580:194 'b' ( temp 2-element array of 4-component vector of float) 5590:194 'b' ( temp 2-element array of 4-component vector of float) 5600:? Linker Objects 5610:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 5620:? 'anon@0' ( out block{ out 4-component vector of float Color}) 5630:? '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}) 5640:? 'normal' (layout( location=3) in 4-component vector of float) 5650:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 5660:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 5670:? '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}) 5680:? 'var1' ( smooth out 4-component vector of float) 5690:? '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}) 5700:? 'var5' ( smooth out 4-component vector of float) 5710:? 'anon@2' ( out block{ out 4-component vector of float var6}) 5720:? 'var7' ( smooth out 4-component vector of float) 5730:? '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}) 5740:? '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}) 5750:? 's17' (layout( binding=3) uniform sampler2D) 5760:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 5770:? 'bar' (layout( binding=2) uniform atomic_uint) 5780:? 'bar23' (layout( offset=8) uniform atomic_uint) 5790:? 'b2' (layout( binding=2) uniform atomic_uint) 5800:? 'c2' (layout( binding=3) uniform atomic_uint) 5810:? 'd2' (layout( binding=2) uniform atomic_uint) 5820:? '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}) 5830:? 'ColorInv' ( smooth out 3-component vector of float) 5840:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 5850:? 'position' ( noContraction smooth out 4-component vector of float) 5860:? 'Color5' ( noContraction smooth out 3-component vector of float) 5870:? 'a' ( in 4-component vector of float) 5880:? 'b' ( in 4-component vector of float) 5890:? 'c' ( in 4-component vector of float) 5900:? 'd' ( in 4-component vector of float) 5910:? 'v' ( noContraction smooth out 4-component vector of float) 5920:? '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}) 5930:? '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}) 5940:? 'shv' ( shared 4-component vector of float) 5950:? 'img1' (layout( rgba32f) uniform image2D) 5960:? 'img2' (layout( rgba32f) coherent uniform image2D) 5970:? 'gl_VertexID' ( gl_VertexId int VertexId) 5980:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 599 600