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