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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: 0:94: 'a2' : redefinition
23ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
24ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
25ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
26ERROR: 0:106: '' : vertex input cannot be further qualified
27ERROR: 0:106: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor
28ERROR: 0:112: 'ColorIvn' : identifier not previously declared
29ERROR: 0:132: 'shared' : not supported in this stage: vertex
30ERROR: 0:134: '' : function does not return a value: funcA
31ERROR: 0:136: '' : function does not return a value: funcB
32ERROR: 0:153: '' : function does not return a value: func3
33ERROR: 0:169: 'format' : image formats must match
34ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter
35ERROR: 0:170: 'format' : image formats must match
36ERROR: 34 compilation errors.  No code generated.
37
38
39Shader version: 430
40Requested GL_3DL_array_objects
41ERROR: node is still EOpNull!
420:134  Function Definition: funcA(I21; ( global 4-component vector of float)
430:134    Function Parameters:
440:134      'a' ( restrict in image2D)
450:136  Function Definition: funcB(I21; ( global 4-component vector of float)
460:136    Function Parameters:
470:136      'a' ( in image2D)
480:140  Function Definition: func(f1;f1;f1;f1; ( global float)
490:140    Function Parameters:
500:140      'e' ( in float)
510:140      'f' ( in float)
520:140      'g' ( in float)
530:140      'h' ( in float)
540:142    Sequence
550:142      Branch: Return with expression
560:142        add ( temp float)
570:142          component-wise multiply ( temp float)
580:142            'e' ( in float)
590:142            'f' ( in float)
600:142          component-wise multiply ( temp float)
610:142            'g' ( in float)
620:142            'h' ( in float)
630:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
640:146    Function Parameters:
650:146      'e' ( in float)
660:146      'f' ( in float)
670:146      'g' ( in float)
680:146      'h' ( in float)
690:148    Sequence
700:148      Sequence
710:148        move second child to first child ( temp float)
720:148          'result' ( noContraction temp float)
730:148          add ( temp float)
740:148            component-wise multiply ( temp float)
750:148              'e' ( in float)
760:148              'f' ( in float)
770:148            component-wise multiply ( temp float)
780:148              'g' ( in float)
790:148              'h' ( in float)
800:150      Branch: Return with expression
810:150        'result' ( noContraction temp float)
820:153  Function Definition: func3(f1;f1;f1; ( global float)
830:153    Function Parameters:
840:153      'i' ( in float)
850:153      'j' ( in float)
860:153      'k' ( noContraction out float)
870:155    Sequence
880:155      move second child to first child ( temp float)
890:155        'k' ( noContraction out float)
900:155        add ( temp float)
910:155          component-wise multiply ( temp float)
920:155            'i' ( in float)
930:155            'i' ( in float)
940:155          'j' ( in float)
950:158  Function Definition: main( ( global void)
960:158    Function Parameters:
970:160    Sequence
980:160      Sequence
990:160        move second child to first child ( temp 3-component vector of float)
1000:160          'r' ( temp 3-component vector of float)
1010:160          Construct vec3 ( temp 3-component vector of float)
1020:160            component-wise multiply ( temp 4-component vector of float)
1030:160              'a' ( in 4-component vector of float)
1040:160              'b' ( in 4-component vector of float)
1050:161      Sequence
1060:161        move second child to first child ( temp 3-component vector of float)
1070:161          's' ( temp 3-component vector of float)
1080:161          Construct vec3 ( temp 3-component vector of float)
1090:161            component-wise multiply ( temp 4-component vector of float)
1100:161              'c' ( in 4-component vector of float)
1110:161              'd' ( in 4-component vector of float)
1120:162      move second child to first child ( temp 3-component vector of float)
1130:162        vector swizzle ( noContraction temp 3-component vector of float)
1140:162          'v' ( noContraction smooth out 4-component vector of float)
1150:162          Sequence
1160:162            Constant:
1170:162              0 (const int)
1180:162            Constant:
1190:162              1 (const int)
1200:162            Constant:
1210:162              2 (const int)
1220:162        add ( temp 3-component vector of float)
1230:162          'r' ( temp 3-component vector of float)
1240:162          's' ( temp 3-component vector of float)
1250:163      move second child to first child ( temp float)
1260:163        direct index ( noContraction temp float)
1270:163          'v' ( noContraction smooth out 4-component vector of float)
1280:163          Constant:
1290:163            3 (const int)
1300:163        add ( temp float)
1310:163          component-wise multiply ( temp float)
1320:163            direct index ( temp float)
1330:163              'a' ( in 4-component vector of float)
1340:163              Constant:
1350:163                3 (const int)
1360:163            direct index ( temp float)
1370:163              'b' ( in 4-component vector of float)
1380:163              Constant:
1390:163                3 (const int)
1400:163          component-wise multiply ( temp float)
1410:163            direct index ( temp float)
1420:163              'c' ( in 4-component vector of float)
1430:163              Constant:
1440:163                3 (const int)
1450:163            direct index ( temp float)
1460:163              'd' ( in 4-component vector of float)
1470:163              Constant:
1480:163                3 (const int)
1490:164      move second child to first child ( temp float)
1500:164        direct index ( noContraction temp float)
1510:164          'v' ( noContraction smooth out 4-component vector of float)
1520:164          Constant:
1530:164            0 (const int)
1540:164        Function Call: func(f1;f1;f1;f1; ( global float)
1550:164          direct index ( temp float)
1560:164            'a' ( in 4-component vector of float)
1570:164            Constant:
1580:164              0 (const int)
1590:164          direct index ( temp float)
1600:164            'b' ( in 4-component vector of float)
1610:164            Constant:
1620:164              0 (const int)
1630:164          direct index ( temp float)
1640:164            'c' ( in 4-component vector of float)
1650:164            Constant:
1660:164              0 (const int)
1670:164          direct index ( temp float)
1680:164            'd' ( in 4-component vector of float)
1690:164            Constant:
1700:164              0 (const int)
1710:166      move second child to first child ( temp float)
1720:166        direct index ( noContraction temp float)
1730:166          'v' ( noContraction smooth out 4-component vector of float)
1740:166          Constant:
1750:166            0 (const int)
1760:166        Function Call: func2(f1;f1;f1;f1; ( global float)
1770:166          direct index ( temp float)
1780:166            'a' ( in 4-component vector of float)
1790:166            Constant:
1800:166              0 (const int)
1810:166          direct index ( temp float)
1820:166            'b' ( in 4-component vector of float)
1830:166            Constant:
1840:166              0 (const int)
1850:166          direct index ( temp float)
1860:166            'c' ( in 4-component vector of float)
1870:166            Constant:
1880:166              0 (const int)
1890:166          direct index ( temp float)
1900:166            'd' ( in 4-component vector of float)
1910:166            Constant:
1920:166              0 (const int)
1930:167      Function Call: func3(f1;f1;f1; ( global float)
1940:167        component-wise multiply ( temp float)
1950:167          direct index ( temp float)
1960:167            'a' ( in 4-component vector of float)
1970:167            Constant:
1980:167              0 (const int)
1990:167          direct index ( temp float)
2000:167            'b' ( in 4-component vector of float)
2010:167            Constant:
2020:167              0 (const int)
2030:167        component-wise multiply ( temp float)
2040:167          direct index ( temp float)
2050:167            'c' ( in 4-component vector of float)
2060:167            Constant:
2070:167              0 (const int)
2080:167          direct index ( temp float)
2090:167            'd' ( in 4-component vector of float)
2100:167            Constant:
2110:167              0 (const int)
2120:167        direct index ( noContraction temp float)
2130:167          'v' ( noContraction smooth out 4-component vector of float)
2140:167          Constant:
2150:167            0 (const int)
2160:169      Function Call: funcA(I21; ( global 4-component vector of float)
2170:169        'img1' (layout( rgba32f) uniform image2D)
2180:170      Function Call: funcB(I21; ( global 4-component vector of float)
2190:170        'img2' (layout( rgba32f) coherent uniform image2D)
2200:?       Sequence
2210:178        Sequence
2220:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
2230:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
2240:178            Constant:
2250:178              3.000000
2260:178              1.000000
2270:178              2.000000
2280:178              3.000000
2290:?       Sequence
2300:185        Sequence
2310:185          move second child to first child ( temp 5-element array of float)
2320:185            'a' ( temp 5-element array of float)
2330:185            Construct float ( temp 5-element array of float)
2340:185              'g' ( temp float)
2350:185              Constant:
2360:185                1.000000
2370:185              'g' ( temp float)
2380:185              Constant:
2390:185                2.300000
2400:185              'g' ( temp float)
2410:188        move second child to first child ( temp 3-element array of float)
2420:188          'b' ( temp 3-element array of float)
2430:188          Construct float ( temp 3-element array of float)
2440:188            'g' ( temp float)
2450:188            add ( temp float)
2460:188              'g' ( temp float)
2470:188              Constant:
2480:188                1.000000
2490:188            add ( temp float)
2500:188              'g' ( temp float)
2510:188              Constant:
2520:188                2.000000
2530:191      Sequence
2540:191        Sequence
2550:191          move second child to first child ( temp 2-element array of 4-component vector of float)
2560:191            'b' ( temp 2-element array of 4-component vector of float)
2570:191            Constant:
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
2650:191              1.000000
2660:192        Construct vec4 ( temp 3-element array of 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)
2690:192          'b' ( temp 2-element array of 4-component vector of float)
2700:193        Construct vec4 ( temp 3-element array of 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)
2730:193          'b' ( temp 2-element array of 4-component vector of float)
2740:194        Construct vec4 ( temp 3-element array of 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)
2770:194          'b' ( temp 2-element array of 4-component vector of float)
2780:?   Linker Objects
2790:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
2800:?     'anon@0' ( out block{ out 4-component vector of float Color})
2810:?     '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})
2820:?     'normal' (layout( location=3) in 4-component vector of float)
2830:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
2840:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
2850:?     '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})
2860:?     'var1' ( smooth out 4-component vector of float)
2870:?     '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})
2880:?     'var5' ( smooth out 4-component vector of float)
2890:?     'anon@2' ( out block{ out 4-component vector of float var6})
2900:?     'var7' ( smooth out 4-component vector of float)
2910:?     '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})
2920:?     '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})
2930:?     's17' (layout( binding=3) uniform sampler2D)
2940:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
2950:?     'bar' (layout( binding=2) uniform atomic_uint)
2960:?     'bar23' (layout( offset=8) uniform atomic_uint)
2970:?     'b2' (layout( binding=2) uniform atomic_uint)
2980:?     'c2' (layout( binding=3) uniform atomic_uint)
2990:?     'd2' (layout( binding=2) uniform atomic_uint)
3000:?     '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})
3010:?     'ColorInv' ( smooth out 3-component vector of float)
3020:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
3030:?     'position' ( noContraction smooth out 4-component vector of float)
3040:?     'Color5' ( noContraction smooth out 3-component vector of float)
3050:?     'a' ( in 4-component vector of float)
3060:?     'b' ( in 4-component vector of float)
3070:?     'c' ( in 4-component vector of float)
3080:?     'd' ( in 4-component vector of float)
3090:?     'v' ( noContraction smooth out 4-component vector of float)
3100:?     '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})
3110:?     '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})
3120:?     'shv' ( shared 4-component vector of float)
3130:?     'img1' (layout( rgba32f) uniform image2D)
3140:?     'img2' (layout( rgba32f) coherent uniform image2D)
3150:?     'gl_VertexID' ( gl_VertexId int VertexId)
3160:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
317
318
319Linked vertex stage:
320
321
322Shader version: 430
323Requested GL_3DL_array_objects
324ERROR: node is still EOpNull!
3250:134  Function Definition: funcA(I21; ( global 4-component vector of float)
3260:134    Function Parameters:
3270:134      'a' ( restrict in image2D)
3280:136  Function Definition: funcB(I21; ( global 4-component vector of float)
3290:136    Function Parameters:
3300:136      'a' ( in image2D)
3310:140  Function Definition: func(f1;f1;f1;f1; ( global float)
3320:140    Function Parameters:
3330:140      'e' ( in float)
3340:140      'f' ( in float)
3350:140      'g' ( in float)
3360:140      'h' ( in float)
3370:142    Sequence
3380:142      Branch: Return with expression
3390:142        add ( temp float)
3400:142          component-wise multiply ( temp float)
3410:142            'e' ( in float)
3420:142            'f' ( in float)
3430:142          component-wise multiply ( temp float)
3440:142            'g' ( in float)
3450:142            'h' ( in float)
3460:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
3470:146    Function Parameters:
3480:146      'e' ( in float)
3490:146      'f' ( in float)
3500:146      'g' ( in float)
3510:146      'h' ( in float)
3520:148    Sequence
3530:148      Sequence
3540:148        move second child to first child ( temp float)
3550:148          'result' ( noContraction temp float)
3560:148          add ( temp float)
3570:148            component-wise multiply ( temp float)
3580:148              'e' ( in float)
3590:148              'f' ( in float)
3600:148            component-wise multiply ( temp float)
3610:148              'g' ( in float)
3620:148              'h' ( in float)
3630:150      Branch: Return with expression
3640:150        'result' ( noContraction temp float)
3650:153  Function Definition: func3(f1;f1;f1; ( global float)
3660:153    Function Parameters:
3670:153      'i' ( in float)
3680:153      'j' ( in float)
3690:153      'k' ( noContraction out float)
3700:155    Sequence
3710:155      move second child to first child ( temp float)
3720:155        'k' ( noContraction out float)
3730:155        add ( temp float)
3740:155          component-wise multiply ( temp float)
3750:155            'i' ( in float)
3760:155            'i' ( in float)
3770:155          'j' ( in float)
3780:158  Function Definition: main( ( global void)
3790:158    Function Parameters:
3800:160    Sequence
3810:160      Sequence
3820:160        move second child to first child ( temp 3-component vector of float)
3830:160          'r' ( temp 3-component vector of float)
3840:160          Construct vec3 ( temp 3-component vector of float)
3850:160            component-wise multiply ( temp 4-component vector of float)
3860:160              'a' ( in 4-component vector of float)
3870:160              'b' ( in 4-component vector of float)
3880:161      Sequence
3890:161        move second child to first child ( temp 3-component vector of float)
3900:161          's' ( temp 3-component vector of float)
3910:161          Construct vec3 ( temp 3-component vector of float)
3920:161            component-wise multiply ( temp 4-component vector of float)
3930:161              'c' ( in 4-component vector of float)
3940:161              'd' ( in 4-component vector of float)
3950:162      move second child to first child ( temp 3-component vector of float)
3960:162        vector swizzle ( noContraction temp 3-component vector of float)
3970:162          'v' ( noContraction smooth out 4-component vector of float)
3980:162          Sequence
3990:162            Constant:
4000:162              0 (const int)
4010:162            Constant:
4020:162              1 (const int)
4030:162            Constant:
4040:162              2 (const int)
4050:162        add ( temp 3-component vector of float)
4060:162          'r' ( temp 3-component vector of float)
4070:162          's' ( temp 3-component vector of float)
4080:163      move second child to first child ( temp float)
4090:163        direct index ( noContraction temp float)
4100:163          'v' ( noContraction smooth out 4-component vector of float)
4110:163          Constant:
4120:163            3 (const int)
4130:163        add ( temp float)
4140:163          component-wise multiply ( temp float)
4150:163            direct index ( temp float)
4160:163              'a' ( in 4-component vector of float)
4170:163              Constant:
4180:163                3 (const int)
4190:163            direct index ( temp float)
4200:163              'b' ( in 4-component vector of float)
4210:163              Constant:
4220:163                3 (const int)
4230:163          component-wise multiply ( temp float)
4240:163            direct index ( temp float)
4250:163              'c' ( in 4-component vector of float)
4260:163              Constant:
4270:163                3 (const int)
4280:163            direct index ( temp float)
4290:163              'd' ( in 4-component vector of float)
4300:163              Constant:
4310:163                3 (const int)
4320:164      move second child to first child ( temp float)
4330:164        direct index ( noContraction temp float)
4340:164          'v' ( noContraction smooth out 4-component vector of float)
4350:164          Constant:
4360:164            0 (const int)
4370:164        Function Call: func(f1;f1;f1;f1; ( global float)
4380:164          direct index ( temp float)
4390:164            'a' ( in 4-component vector of float)
4400:164            Constant:
4410:164              0 (const int)
4420:164          direct index ( temp float)
4430:164            'b' ( in 4-component vector of float)
4440:164            Constant:
4450:164              0 (const int)
4460:164          direct index ( temp float)
4470:164            'c' ( in 4-component vector of float)
4480:164            Constant:
4490:164              0 (const int)
4500:164          direct index ( temp float)
4510:164            'd' ( in 4-component vector of float)
4520:164            Constant:
4530:164              0 (const int)
4540:166      move second child to first child ( temp float)
4550:166        direct index ( noContraction temp float)
4560:166          'v' ( noContraction smooth out 4-component vector of float)
4570:166          Constant:
4580:166            0 (const int)
4590:166        Function Call: func2(f1;f1;f1;f1; ( global float)
4600:166          direct index ( temp float)
4610:166            'a' ( in 4-component vector of float)
4620:166            Constant:
4630:166              0 (const int)
4640:166          direct index ( temp float)
4650:166            'b' ( in 4-component vector of float)
4660:166            Constant:
4670:166              0 (const int)
4680:166          direct index ( temp float)
4690:166            'c' ( in 4-component vector of float)
4700:166            Constant:
4710:166              0 (const int)
4720:166          direct index ( temp float)
4730:166            'd' ( in 4-component vector of float)
4740:166            Constant:
4750:166              0 (const int)
4760:167      Function Call: func3(f1;f1;f1; ( global float)
4770:167        component-wise multiply ( temp float)
4780:167          direct index ( temp float)
4790:167            'a' ( in 4-component vector of float)
4800:167            Constant:
4810:167              0 (const int)
4820:167          direct index ( temp float)
4830:167            'b' ( in 4-component vector of float)
4840:167            Constant:
4850:167              0 (const int)
4860:167        component-wise multiply ( temp float)
4870:167          direct index ( temp float)
4880:167            'c' ( in 4-component vector of float)
4890:167            Constant:
4900:167              0 (const int)
4910:167          direct index ( temp float)
4920:167            'd' ( in 4-component vector of float)
4930:167            Constant:
4940:167              0 (const int)
4950:167        direct index ( noContraction temp float)
4960:167          'v' ( noContraction smooth out 4-component vector of float)
4970:167          Constant:
4980:167            0 (const int)
4990:169      Function Call: funcA(I21; ( global 4-component vector of float)
5000:169        'img1' (layout( rgba32f) uniform image2D)
5010:170      Function Call: funcB(I21; ( global 4-component vector of float)
5020:170        'img2' (layout( rgba32f) coherent uniform image2D)
5030:?       Sequence
5040:178        Sequence
5050:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
5060:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
5070:178            Constant:
5080:178              3.000000
5090:178              1.000000
5100:178              2.000000
5110:178              3.000000
5120:?       Sequence
5130:185        Sequence
5140:185          move second child to first child ( temp 5-element array of float)
5150:185            'a' ( temp 5-element array of float)
5160:185            Construct float ( temp 5-element array of float)
5170:185              'g' ( temp float)
5180:185              Constant:
5190:185                1.000000
5200:185              'g' ( temp float)
5210:185              Constant:
5220:185                2.300000
5230:185              'g' ( temp float)
5240:188        move second child to first child ( temp 3-element array of float)
5250:188          'b' ( temp 3-element array of float)
5260:188          Construct float ( temp 3-element array of float)
5270:188            'g' ( temp float)
5280:188            add ( temp float)
5290:188              'g' ( temp float)
5300:188              Constant:
5310:188                1.000000
5320:188            add ( temp float)
5330:188              'g' ( temp float)
5340:188              Constant:
5350:188                2.000000
5360:191      Sequence
5370:191        Sequence
5380:191          move second child to first child ( temp 2-element array of 4-component vector of float)
5390:191            'b' ( temp 2-element array of 4-component vector of float)
5400:191            Constant:
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
5480:191              1.000000
5490:192        Construct vec4 ( temp 3-element array of 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)
5520:192          'b' ( temp 2-element array of 4-component vector of float)
5530:193        Construct vec4 ( temp 3-element array of 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)
5560:193          'b' ( temp 2-element array of 4-component vector of float)
5570:194        Construct vec4 ( temp 3-element array of 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)
5600:194          'b' ( temp 2-element array of 4-component vector of float)
5610:?   Linker Objects
5620:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
5630:?     'anon@0' ( out block{ out 4-component vector of float Color})
5640:?     '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})
5650:?     'normal' (layout( location=3) in 4-component vector of float)
5660:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
5670:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
5680:?     '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})
5690:?     'var1' ( smooth out 4-component vector of float)
5700:?     '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})
5710:?     'var5' ( smooth out 4-component vector of float)
5720:?     'anon@2' ( out block{ out 4-component vector of float var6})
5730:?     'var7' ( smooth out 4-component vector of float)
5740:?     '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})
5750:?     '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})
5760:?     's17' (layout( binding=3) uniform sampler2D)
5770:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
5780:?     'bar' (layout( binding=2) uniform atomic_uint)
5790:?     'bar23' (layout( offset=8) uniform atomic_uint)
5800:?     'b2' (layout( binding=2) uniform atomic_uint)
5810:?     'c2' (layout( binding=3) uniform atomic_uint)
5820:?     'd2' (layout( binding=2) uniform atomic_uint)
5830:?     '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})
5840:?     'ColorInv' ( smooth out 3-component vector of float)
5850:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
5860:?     'position' ( noContraction smooth out 4-component vector of float)
5870:?     'Color5' ( noContraction smooth out 3-component vector of float)
5880:?     'a' ( in 4-component vector of float)
5890:?     'b' ( in 4-component vector of float)
5900:?     'c' ( in 4-component vector of float)
5910:?     'd' ( in 4-component vector of float)
5920:?     'v' ( noContraction smooth out 4-component vector of float)
5930:?     '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})
5940:?     '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})
5950:?     'shv' ( shared 4-component vector of float)
5960:?     'img1' (layout( rgba32f) uniform image2D)
5970:?     'img2' (layout( rgba32f) coherent uniform image2D)
5980:?     'gl_VertexID' ( gl_VertexId int VertexId)
5990:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
600
601