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: 'gl_FrontColor' : identifiers starting with "gl_" are reserved 29ERROR: 0:107: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor 30ERROR: 0:112: 'ColorIvn' : identifier not previously declared 31ERROR: 0:132: 'shared' : not supported in this stage: vertex 32ERROR: 0:134: '' : function does not return a value: funcA 33ERROR: 0:136: '' : function does not return a value: funcB 34ERROR: 0:153: '' : function does not return a value: func3 35ERROR: 0:169: 'format' : image formats must match 36ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter 37ERROR: 0:170: 'format' : image formats must match 38ERROR: 36 compilation errors. No code generated. 39 40 41Shader version: 430 42Requested GL_3DL_array_objects 43ERROR: node is still EOpNull! 440:134 Function Definition: funcA(I21; ( global 4-component vector of float) 450:134 Function Parameters: 460:134 'a' ( restrict in image2D) 470:136 Function Definition: funcB(I21; ( global 4-component vector of float) 480:136 Function Parameters: 490:136 'a' ( in image2D) 500:140 Function Definition: func(f1;f1;f1;f1; ( global float) 510:140 Function Parameters: 520:140 'e' ( in float) 530:140 'f' ( in float) 540:140 'g' ( in float) 550:140 'h' ( in float) 560:142 Sequence 570:142 Branch: Return with expression 580:142 add ( temp float) 590:142 component-wise multiply ( temp float) 600:142 'e' ( in float) 610:142 'f' ( in float) 620:142 component-wise multiply ( temp float) 630:142 'g' ( in float) 640:142 'h' ( in float) 650:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 660:146 Function Parameters: 670:146 'e' ( in float) 680:146 'f' ( in float) 690:146 'g' ( in float) 700:146 'h' ( in float) 710:148 Sequence 720:148 Sequence 730:148 move second child to first child ( temp float) 740:148 'result' ( noContraction temp float) 750:148 add ( temp float) 760:148 component-wise multiply ( temp float) 770:148 'e' ( in float) 780:148 'f' ( in float) 790:148 component-wise multiply ( temp float) 800:148 'g' ( in float) 810:148 'h' ( in float) 820:150 Branch: Return with expression 830:150 'result' ( noContraction temp float) 840:153 Function Definition: func3(f1;f1;f1; ( global float) 850:153 Function Parameters: 860:153 'i' ( in float) 870:153 'j' ( in float) 880:153 'k' ( noContraction out float) 890:155 Sequence 900:155 move second child to first child ( temp float) 910:155 'k' ( noContraction out float) 920:155 add ( temp float) 930:155 component-wise multiply ( temp float) 940:155 'i' ( in float) 950:155 'i' ( in float) 960:155 'j' ( in float) 970:158 Function Definition: main( ( global void) 980:158 Function Parameters: 990:160 Sequence 1000:160 Sequence 1010:160 move second child to first child ( temp 3-component vector of float) 1020:160 'r' ( temp 3-component vector of float) 1030:160 Construct vec3 ( temp 3-component vector of float) 1040:160 component-wise multiply ( temp 4-component vector of float) 1050:160 'a' ( in 4-component vector of float) 1060:160 'b' ( in 4-component vector of float) 1070:161 Sequence 1080:161 move second child to first child ( temp 3-component vector of float) 1090:161 's' ( temp 3-component vector of float) 1100:161 Construct vec3 ( temp 3-component vector of float) 1110:161 component-wise multiply ( temp 4-component vector of float) 1120:161 'c' ( in 4-component vector of float) 1130:161 'd' ( in 4-component vector of float) 1140:162 move second child to first child ( temp 3-component vector of float) 1150:162 vector swizzle ( noContraction temp 3-component vector of float) 1160:162 'v' ( noContraction smooth out 4-component vector of float) 1170:162 Sequence 1180:162 Constant: 1190:162 0 (const int) 1200:162 Constant: 1210:162 1 (const int) 1220:162 Constant: 1230:162 2 (const int) 1240:162 add ( temp 3-component vector of float) 1250:162 'r' ( temp 3-component vector of float) 1260:162 's' ( temp 3-component vector of float) 1270:163 move second child to first child ( temp float) 1280:163 direct index ( noContraction temp float) 1290:163 'v' ( noContraction smooth out 4-component vector of float) 1300:163 Constant: 1310:163 3 (const int) 1320:163 add ( temp float) 1330:163 component-wise multiply ( temp float) 1340:163 direct index ( temp float) 1350:163 'a' ( in 4-component vector of float) 1360:163 Constant: 1370:163 3 (const int) 1380:163 direct index ( temp float) 1390:163 'b' ( in 4-component vector of float) 1400:163 Constant: 1410:163 3 (const int) 1420:163 component-wise multiply ( temp float) 1430:163 direct index ( temp float) 1440:163 'c' ( in 4-component vector of float) 1450:163 Constant: 1460:163 3 (const int) 1470:163 direct index ( temp float) 1480:163 'd' ( in 4-component vector of float) 1490:163 Constant: 1500:163 3 (const int) 1510:164 move second child to first child ( temp float) 1520:164 direct index ( noContraction temp float) 1530:164 'v' ( noContraction smooth out 4-component vector of float) 1540:164 Constant: 1550:164 0 (const int) 1560:164 Function Call: func(f1;f1;f1;f1; ( global float) 1570:164 direct index ( temp float) 1580:164 'a' ( in 4-component vector of float) 1590:164 Constant: 1600:164 0 (const int) 1610:164 direct index ( temp float) 1620:164 'b' ( in 4-component vector of float) 1630:164 Constant: 1640:164 0 (const int) 1650:164 direct index ( temp float) 1660:164 'c' ( in 4-component vector of float) 1670:164 Constant: 1680:164 0 (const int) 1690:164 direct index ( temp float) 1700:164 'd' ( in 4-component vector of float) 1710:164 Constant: 1720:164 0 (const int) 1730:166 move second child to first child ( temp float) 1740:166 direct index ( noContraction temp float) 1750:166 'v' ( noContraction smooth out 4-component vector of float) 1760:166 Constant: 1770:166 0 (const int) 1780:166 Function Call: func2(f1;f1;f1;f1; ( global float) 1790:166 direct index ( temp float) 1800:166 'a' ( in 4-component vector of float) 1810:166 Constant: 1820:166 0 (const int) 1830:166 direct index ( temp float) 1840:166 'b' ( in 4-component vector of float) 1850:166 Constant: 1860:166 0 (const int) 1870:166 direct index ( temp float) 1880:166 'c' ( in 4-component vector of float) 1890:166 Constant: 1900:166 0 (const int) 1910:166 direct index ( temp float) 1920:166 'd' ( in 4-component vector of float) 1930:166 Constant: 1940:166 0 (const int) 1950:167 Function Call: func3(f1;f1;f1; ( global float) 1960:167 component-wise multiply ( temp float) 1970:167 direct index ( temp float) 1980:167 'a' ( in 4-component vector of float) 1990:167 Constant: 2000:167 0 (const int) 2010:167 direct index ( temp float) 2020:167 'b' ( in 4-component vector of float) 2030:167 Constant: 2040:167 0 (const int) 2050:167 component-wise multiply ( temp float) 2060:167 direct index ( temp float) 2070:167 'c' ( in 4-component vector of float) 2080:167 Constant: 2090:167 0 (const int) 2100:167 direct index ( temp float) 2110:167 'd' ( in 4-component vector of float) 2120:167 Constant: 2130:167 0 (const int) 2140:167 direct index ( noContraction temp float) 2150:167 'v' ( noContraction smooth out 4-component vector of float) 2160:167 Constant: 2170:167 0 (const int) 2180:169 Function Call: funcA(I21; ( global 4-component vector of float) 2190:169 'img1' (layout( rgba32f) uniform image2D) 2200:170 Function Call: funcB(I21; ( global 4-component vector of float) 2210:170 'img2' (layout( rgba32f) coherent uniform image2D) 2220:? Sequence 2230:178 Sequence 2240:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 2250:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 2260:178 Constant: 2270:178 3.000000 2280:178 1.000000 2290:178 2.000000 2300:178 3.000000 2310:? Sequence 2320:185 Sequence 2330:185 move second child to first child ( temp 5-element array of float) 2340:185 'a' ( temp 5-element array of float) 2350:185 Construct float ( temp 5-element array of float) 2360:185 'g' ( temp float) 2370:185 Constant: 2380:185 1.000000 2390:185 'g' ( temp float) 2400:185 Constant: 2410:185 2.300000 2420:185 'g' ( temp float) 2430:188 move second child to first child ( temp 3-element array of float) 2440:188 'b' ( temp 3-element array of float) 2450:188 Construct float ( temp 3-element array of float) 2460:188 'g' ( temp float) 2470:188 add ( temp float) 2480:188 'g' ( temp float) 2490:188 Constant: 2500:188 1.000000 2510:188 add ( temp float) 2520:188 'g' ( temp float) 2530:188 Constant: 2540:188 2.000000 2550:191 Sequence 2560:191 Sequence 2570:191 move second child to first child ( temp 2-element array of 4-component vector of float) 2580:191 'b' ( temp 2-element array of 4-component vector of float) 2590:191 Constant: 2600:191 1.000000 2610:191 1.000000 2620:191 1.000000 2630:191 1.000000 2640:191 1.000000 2650:191 1.000000 2660:191 1.000000 2670:191 1.000000 2680:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2690:192 'b' ( temp 2-element array of 4-component vector of float) 2700:192 'b' ( temp 2-element array of 4-component vector of float) 2710:192 'b' ( temp 2-element array of 4-component vector of float) 2720:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2730:193 'b' ( temp 2-element array of 4-component vector of float) 2740:193 'b' ( temp 2-element array of 4-component vector of float) 2750:193 'b' ( temp 2-element array of 4-component vector of float) 2760:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 2770:194 'b' ( temp 2-element array of 4-component vector of float) 2780:194 'b' ( temp 2-element array of 4-component vector of float) 2790:194 'b' ( temp 2-element array of 4-component vector of float) 2800:? Linker Objects 2810:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 2820:? 'anon@0' ( out block{ out 4-component vector of float Color}) 2830:? '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}) 2840:? 'normal' (layout( location=3) in 4-component vector of float) 2850:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 2860:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 2870:? '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}) 2880:? 'var1' ( smooth out 4-component vector of float) 2890:? '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}) 2900:? 'var5' ( smooth out 4-component vector of float) 2910:? 'anon@2' ( out block{ out 4-component vector of float var6}) 2920:? 'var7' ( smooth out 4-component vector of float) 2930:? '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}) 2940:? '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}) 2950:? 's17' (layout( binding=3) uniform sampler2D) 2960:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 2970:? 'bar' (layout( binding=2) uniform atomic_uint) 2980:? 'bar23' (layout( offset=8) uniform atomic_uint) 2990:? 'b2' (layout( binding=2) uniform atomic_uint) 3000:? 'c2' (layout( binding=3) uniform atomic_uint) 3010:? 'd2' (layout( binding=2) uniform atomic_uint) 3020:? 'gl_FrontColor' ( flat in 4-component vector of float) 3030:? 'ColorInv' ( smooth out 3-component vector of float) 3040:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 3050:? 'position' ( noContraction smooth out 4-component vector of float) 3060:? 'Color5' ( noContraction smooth out 3-component vector of float) 3070:? 'a' ( in 4-component vector of float) 3080:? 'b' ( in 4-component vector of float) 3090:? 'c' ( in 4-component vector of float) 3100:? 'd' ( in 4-component vector of float) 3110:? 'v' ( noContraction smooth out 4-component vector of float) 3120:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1, layout( column_major shared) coherent buffer 4-component vector of float member2}) 3130:? '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}) 3140:? 'shv' ( shared 4-component vector of float) 3150:? 'img1' (layout( rgba32f) uniform image2D) 3160:? 'img2' (layout( rgba32f) coherent uniform image2D) 3170:? 'gl_VertexID' ( gl_VertexId int VertexId) 3180:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 319 320 321Linked vertex stage: 322 323 324Shader version: 430 325Requested GL_3DL_array_objects 326ERROR: node is still EOpNull! 3270:134 Function Definition: funcA(I21; ( global 4-component vector of float) 3280:134 Function Parameters: 3290:134 'a' ( restrict in image2D) 3300:136 Function Definition: funcB(I21; ( global 4-component vector of float) 3310:136 Function Parameters: 3320:136 'a' ( in image2D) 3330:140 Function Definition: func(f1;f1;f1;f1; ( global float) 3340:140 Function Parameters: 3350:140 'e' ( in float) 3360:140 'f' ( in float) 3370:140 'g' ( in float) 3380:140 'h' ( in float) 3390:142 Sequence 3400:142 Branch: Return with expression 3410:142 add ( temp float) 3420:142 component-wise multiply ( temp float) 3430:142 'e' ( in float) 3440:142 'f' ( in float) 3450:142 component-wise multiply ( temp float) 3460:142 'g' ( in float) 3470:142 'h' ( in float) 3480:146 Function Definition: func2(f1;f1;f1;f1; ( global float) 3490:146 Function Parameters: 3500:146 'e' ( in float) 3510:146 'f' ( in float) 3520:146 'g' ( in float) 3530:146 'h' ( in float) 3540:148 Sequence 3550:148 Sequence 3560:148 move second child to first child ( temp float) 3570:148 'result' ( noContraction temp float) 3580:148 add ( temp float) 3590:148 component-wise multiply ( temp float) 3600:148 'e' ( in float) 3610:148 'f' ( in float) 3620:148 component-wise multiply ( temp float) 3630:148 'g' ( in float) 3640:148 'h' ( in float) 3650:150 Branch: Return with expression 3660:150 'result' ( noContraction temp float) 3670:153 Function Definition: func3(f1;f1;f1; ( global float) 3680:153 Function Parameters: 3690:153 'i' ( in float) 3700:153 'j' ( in float) 3710:153 'k' ( noContraction out float) 3720:155 Sequence 3730:155 move second child to first child ( temp float) 3740:155 'k' ( noContraction out float) 3750:155 add ( temp float) 3760:155 component-wise multiply ( temp float) 3770:155 'i' ( in float) 3780:155 'i' ( in float) 3790:155 'j' ( in float) 3800:158 Function Definition: main( ( global void) 3810:158 Function Parameters: 3820:160 Sequence 3830:160 Sequence 3840:160 move second child to first child ( temp 3-component vector of float) 3850:160 'r' ( temp 3-component vector of float) 3860:160 Construct vec3 ( temp 3-component vector of float) 3870:160 component-wise multiply ( temp 4-component vector of float) 3880:160 'a' ( in 4-component vector of float) 3890:160 'b' ( in 4-component vector of float) 3900:161 Sequence 3910:161 move second child to first child ( temp 3-component vector of float) 3920:161 's' ( temp 3-component vector of float) 3930:161 Construct vec3 ( temp 3-component vector of float) 3940:161 component-wise multiply ( temp 4-component vector of float) 3950:161 'c' ( in 4-component vector of float) 3960:161 'd' ( in 4-component vector of float) 3970:162 move second child to first child ( temp 3-component vector of float) 3980:162 vector swizzle ( noContraction temp 3-component vector of float) 3990:162 'v' ( noContraction smooth out 4-component vector of float) 4000:162 Sequence 4010:162 Constant: 4020:162 0 (const int) 4030:162 Constant: 4040:162 1 (const int) 4050:162 Constant: 4060:162 2 (const int) 4070:162 add ( temp 3-component vector of float) 4080:162 'r' ( temp 3-component vector of float) 4090:162 's' ( temp 3-component vector of float) 4100:163 move second child to first child ( temp float) 4110:163 direct index ( noContraction temp float) 4120:163 'v' ( noContraction smooth out 4-component vector of float) 4130:163 Constant: 4140:163 3 (const int) 4150:163 add ( temp float) 4160:163 component-wise multiply ( temp float) 4170:163 direct index ( temp float) 4180:163 'a' ( in 4-component vector of float) 4190:163 Constant: 4200:163 3 (const int) 4210:163 direct index ( temp float) 4220:163 'b' ( in 4-component vector of float) 4230:163 Constant: 4240:163 3 (const int) 4250:163 component-wise multiply ( temp float) 4260:163 direct index ( temp float) 4270:163 'c' ( in 4-component vector of float) 4280:163 Constant: 4290:163 3 (const int) 4300:163 direct index ( temp float) 4310:163 'd' ( in 4-component vector of float) 4320:163 Constant: 4330:163 3 (const int) 4340:164 move second child to first child ( temp float) 4350:164 direct index ( noContraction temp float) 4360:164 'v' ( noContraction smooth out 4-component vector of float) 4370:164 Constant: 4380:164 0 (const int) 4390:164 Function Call: func(f1;f1;f1;f1; ( global float) 4400:164 direct index ( temp float) 4410:164 'a' ( in 4-component vector of float) 4420:164 Constant: 4430:164 0 (const int) 4440:164 direct index ( temp float) 4450:164 'b' ( in 4-component vector of float) 4460:164 Constant: 4470:164 0 (const int) 4480:164 direct index ( temp float) 4490:164 'c' ( in 4-component vector of float) 4500:164 Constant: 4510:164 0 (const int) 4520:164 direct index ( temp float) 4530:164 'd' ( in 4-component vector of float) 4540:164 Constant: 4550:164 0 (const int) 4560:166 move second child to first child ( temp float) 4570:166 direct index ( noContraction temp float) 4580:166 'v' ( noContraction smooth out 4-component vector of float) 4590:166 Constant: 4600:166 0 (const int) 4610:166 Function Call: func2(f1;f1;f1;f1; ( global float) 4620:166 direct index ( temp float) 4630:166 'a' ( in 4-component vector of float) 4640:166 Constant: 4650:166 0 (const int) 4660:166 direct index ( temp float) 4670:166 'b' ( in 4-component vector of float) 4680:166 Constant: 4690:166 0 (const int) 4700:166 direct index ( temp float) 4710:166 'c' ( in 4-component vector of float) 4720:166 Constant: 4730:166 0 (const int) 4740:166 direct index ( temp float) 4750:166 'd' ( in 4-component vector of float) 4760:166 Constant: 4770:166 0 (const int) 4780:167 Function Call: func3(f1;f1;f1; ( global float) 4790:167 component-wise multiply ( temp float) 4800:167 direct index ( temp float) 4810:167 'a' ( in 4-component vector of float) 4820:167 Constant: 4830:167 0 (const int) 4840:167 direct index ( temp float) 4850:167 'b' ( in 4-component vector of float) 4860:167 Constant: 4870:167 0 (const int) 4880:167 component-wise multiply ( temp float) 4890:167 direct index ( temp float) 4900:167 'c' ( in 4-component vector of float) 4910:167 Constant: 4920:167 0 (const int) 4930:167 direct index ( temp float) 4940:167 'd' ( in 4-component vector of float) 4950:167 Constant: 4960:167 0 (const int) 4970:167 direct index ( noContraction temp float) 4980:167 'v' ( noContraction smooth out 4-component vector of float) 4990:167 Constant: 5000:167 0 (const int) 5010:169 Function Call: funcA(I21; ( global 4-component vector of float) 5020:169 'img1' (layout( rgba32f) uniform image2D) 5030:170 Function Call: funcB(I21; ( global 4-component vector of float) 5040:170 'img2' (layout( rgba32f) coherent uniform image2D) 5050:? Sequence 5060:178 Sequence 5070:178 move second child to first child ( temp structure{ temp float intensity, temp 3-component vector of float position}) 5080:178 'lightVar' ( temp structure{ temp float intensity, temp 3-component vector of float position}) 5090:178 Constant: 5100:178 3.000000 5110:178 1.000000 5120:178 2.000000 5130:178 3.000000 5140:? Sequence 5150:185 Sequence 5160:185 move second child to first child ( temp 5-element array of float) 5170:185 'a' ( temp 5-element array of float) 5180:185 Construct float ( temp 5-element array of float) 5190:185 'g' ( temp float) 5200:185 Constant: 5210:185 1.000000 5220:185 'g' ( temp float) 5230:185 Constant: 5240:185 2.300000 5250:185 'g' ( temp float) 5260:188 move second child to first child ( temp 3-element array of float) 5270:188 'b' ( temp 3-element array of float) 5280:188 Construct float ( temp 3-element array of float) 5290:188 'g' ( temp float) 5300:188 add ( temp float) 5310:188 'g' ( temp float) 5320:188 Constant: 5330:188 1.000000 5340:188 add ( temp float) 5350:188 'g' ( temp float) 5360:188 Constant: 5370:188 2.000000 5380:191 Sequence 5390:191 Sequence 5400:191 move second child to first child ( temp 2-element array of 4-component vector of float) 5410:191 'b' ( temp 2-element array of 4-component vector of float) 5420:191 Constant: 5430:191 1.000000 5440:191 1.000000 5450:191 1.000000 5460:191 1.000000 5470:191 1.000000 5480:191 1.000000 5490:191 1.000000 5500:191 1.000000 5510:192 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5520:192 'b' ( temp 2-element array of 4-component vector of float) 5530:192 'b' ( temp 2-element array of 4-component vector of float) 5540:192 'b' ( temp 2-element array of 4-component vector of float) 5550:193 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5560:193 'b' ( temp 2-element array of 4-component vector of float) 5570:193 'b' ( temp 2-element array of 4-component vector of float) 5580:193 'b' ( temp 2-element array of 4-component vector of float) 5590:194 Construct vec4 ( temp 3-element array of 2-element array of 4-component vector of float) 5600:194 'b' ( temp 2-element array of 4-component vector of float) 5610:194 'b' ( temp 2-element array of 4-component vector of float) 5620:194 'b' ( temp 2-element array of 4-component vector of float) 5630:? Linker Objects 5640:? 'Coords' ( out block{ out 4-component vector of float Position, out 2-component vector of float Texture}) 5650:? 'anon@0' ( out block{ out 4-component vector of float Color}) 5660:? '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}) 5670:? 'normal' (layout( location=3) in 4-component vector of float) 5680:? 'colors' (layout( location=6) in 3-element array of 4-component vector of float) 5690:? 'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float) 5700:? '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}) 5710:? 'var1' ( smooth out 4-component vector of float) 5720:? '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}) 5730:? 'var5' ( smooth out 4-component vector of float) 5740:? 'anon@2' ( out block{ out 4-component vector of float var6}) 5750:? 'var7' ( smooth out 4-component vector of float) 5760:? '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}) 5770:? '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}) 5780:? 's17' (layout( binding=3) uniform sampler2D) 5790:? 'a2' (layout( binding=2 offset=4) uniform atomic_uint) 5800:? 'bar' (layout( binding=2) uniform atomic_uint) 5810:? 'bar23' (layout( offset=8) uniform atomic_uint) 5820:? 'b2' (layout( binding=2) uniform atomic_uint) 5830:? 'c2' (layout( binding=3) uniform atomic_uint) 5840:? 'd2' (layout( binding=2) uniform atomic_uint) 5850:? 'gl_FrontColor' ( flat in 4-component vector of float) 5860:? 'ColorInv' ( smooth out 3-component vector of float) 5870:? 'Color4' ( invariant centroid smooth out 3-component vector of float) 5880:? 'position' ( noContraction smooth out 4-component vector of float) 5890:? 'Color5' ( noContraction smooth out 3-component vector of float) 5900:? 'a' ( in 4-component vector of float) 5910:? 'b' ( in 4-component vector of float) 5920:? 'c' ( in 4-component vector of float) 5930:? 'd' ( in 4-component vector of float) 5940:? 'v' ( noContraction smooth out 4-component vector of float) 5950:? 'anon@6' (layout( column_major shared) coherent buffer block{layout( column_major shared) coherent readonly buffer 4-component vector of float member1, layout( column_major shared) coherent buffer 4-component vector of float member2}) 5960:? '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}) 5970:? 'shv' ( shared 4-component vector of float) 5980:? 'img1' (layout( rgba32f) uniform image2D) 5990:? 'img2' (layout( rgba32f) coherent uniform image2D) 6000:? 'gl_VertexID' ( gl_VertexId int VertexId) 6010:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 602 603