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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: 'gl_FrontColor' : identifiers starting with "gl_" are reserved
28ERROR: 0:107: '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: 0:169: 'format' : image formats must match
35ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter
36ERROR: 0:170: 'format' : image formats must match
37ERROR: 35 compilation errors.  No code generated.
38
39
40Shader version: 430
41Requested GL_3DL_array_objects
42ERROR: node is still EOpNull!
430:134  Function Definition: funcA(I21; ( global 4-component vector of float)
440:134    Function Parameters:
450:134      'a' ( restrict in image2D)
460:136  Function Definition: funcB(I21; ( global 4-component vector of float)
470:136    Function Parameters:
480:136      'a' ( in image2D)
490:140  Function Definition: func(f1;f1;f1;f1; ( global float)
500:140    Function Parameters:
510:140      'e' ( in float)
520:140      'f' ( in float)
530:140      'g' ( in float)
540:140      'h' ( in float)
550:142    Sequence
560:142      Branch: Return with expression
570:142        add ( temp float)
580:142          component-wise multiply ( temp float)
590:142            'e' ( in float)
600:142            'f' ( in float)
610:142          component-wise multiply ( temp float)
620:142            'g' ( in float)
630:142            'h' ( in float)
640:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
650:146    Function Parameters:
660:146      'e' ( in float)
670:146      'f' ( in float)
680:146      'g' ( in float)
690:146      'h' ( in float)
700:148    Sequence
710:148      Sequence
720:148        move second child to first child ( temp float)
730:148          'result' ( noContraction temp float)
740:148          add ( temp float)
750:148            component-wise multiply ( temp float)
760:148              'e' ( in float)
770:148              'f' ( in float)
780:148            component-wise multiply ( temp float)
790:148              'g' ( in float)
800:148              'h' ( in float)
810:150      Branch: Return with expression
820:150        'result' ( noContraction temp float)
830:153  Function Definition: func3(f1;f1;f1; ( global float)
840:153    Function Parameters:
850:153      'i' ( in float)
860:153      'j' ( in float)
870:153      'k' ( noContraction out float)
880:155    Sequence
890:155      move second child to first child ( temp float)
900:155        'k' ( noContraction out float)
910:155        add ( temp float)
920:155          component-wise multiply ( temp float)
930:155            'i' ( in float)
940:155            'i' ( in float)
950:155          'j' ( in float)
960:158  Function Definition: main( ( global void)
970:158    Function Parameters:
980:160    Sequence
990:160      Sequence
1000:160        move second child to first child ( temp 3-component vector of float)
1010:160          'r' ( temp 3-component vector of float)
1020:160          Construct vec3 ( temp 3-component vector of float)
1030:160            component-wise multiply ( temp 4-component vector of float)
1040:160              'a' ( in 4-component vector of float)
1050:160              'b' ( in 4-component vector of float)
1060:161      Sequence
1070:161        move second child to first child ( temp 3-component vector of float)
1080:161          's' ( temp 3-component vector of float)
1090:161          Construct vec3 ( temp 3-component vector of float)
1100:161            component-wise multiply ( temp 4-component vector of float)
1110:161              'c' ( in 4-component vector of float)
1120:161              'd' ( in 4-component vector of float)
1130:162      move second child to first child ( temp 3-component vector of float)
1140:162        vector swizzle ( noContraction temp 3-component vector of float)
1150:162          'v' ( noContraction smooth out 4-component vector of float)
1160:162          Sequence
1170:162            Constant:
1180:162              0 (const int)
1190:162            Constant:
1200:162              1 (const int)
1210:162            Constant:
1220:162              2 (const int)
1230:162        add ( temp 3-component vector of float)
1240:162          'r' ( temp 3-component vector of float)
1250:162          's' ( temp 3-component vector of float)
1260:163      move second child to first child ( temp float)
1270:163        direct index ( noContraction temp float)
1280:163          'v' ( noContraction smooth out 4-component vector of float)
1290:163          Constant:
1300:163            3 (const int)
1310:163        add ( temp float)
1320:163          component-wise multiply ( temp float)
1330:163            direct index ( temp float)
1340:163              'a' ( in 4-component vector of float)
1350:163              Constant:
1360:163                3 (const int)
1370:163            direct index ( temp float)
1380:163              'b' ( in 4-component vector of float)
1390:163              Constant:
1400:163                3 (const int)
1410:163          component-wise multiply ( temp float)
1420:163            direct index ( temp float)
1430:163              'c' ( in 4-component vector of float)
1440:163              Constant:
1450:163                3 (const int)
1460:163            direct index ( temp float)
1470:163              'd' ( in 4-component vector of float)
1480:163              Constant:
1490:163                3 (const int)
1500:164      move second child to first child ( temp float)
1510:164        direct index ( noContraction temp float)
1520:164          'v' ( noContraction smooth out 4-component vector of float)
1530:164          Constant:
1540:164            0 (const int)
1550:164        Function Call: func(f1;f1;f1;f1; ( global float)
1560:164          direct index ( temp float)
1570:164            'a' ( in 4-component vector of float)
1580:164            Constant:
1590:164              0 (const int)
1600:164          direct index ( temp float)
1610:164            'b' ( in 4-component vector of float)
1620:164            Constant:
1630:164              0 (const int)
1640:164          direct index ( temp float)
1650:164            'c' ( in 4-component vector of float)
1660:164            Constant:
1670:164              0 (const int)
1680:164          direct index ( temp float)
1690:164            'd' ( in 4-component vector of float)
1700:164            Constant:
1710:164              0 (const int)
1720:166      move second child to first child ( temp float)
1730:166        direct index ( noContraction temp float)
1740:166          'v' ( noContraction smooth out 4-component vector of float)
1750:166          Constant:
1760:166            0 (const int)
1770:166        Function Call: func2(f1;f1;f1;f1; ( global float)
1780:166          direct index ( temp float)
1790:166            'a' ( in 4-component vector of float)
1800:166            Constant:
1810:166              0 (const int)
1820:166          direct index ( temp float)
1830:166            'b' ( in 4-component vector of float)
1840:166            Constant:
1850:166              0 (const int)
1860:166          direct index ( temp float)
1870:166            'c' ( in 4-component vector of float)
1880:166            Constant:
1890:166              0 (const int)
1900:166          direct index ( temp float)
1910:166            'd' ( in 4-component vector of float)
1920:166            Constant:
1930:166              0 (const int)
1940:167      Function Call: func3(f1;f1;f1; ( global float)
1950:167        component-wise multiply ( temp float)
1960:167          direct index ( temp float)
1970:167            'a' ( in 4-component vector of float)
1980:167            Constant:
1990:167              0 (const int)
2000:167          direct index ( temp float)
2010:167            'b' ( in 4-component vector of float)
2020:167            Constant:
2030:167              0 (const int)
2040:167        component-wise multiply ( temp float)
2050:167          direct index ( temp float)
2060:167            'c' ( in 4-component vector of float)
2070:167            Constant:
2080:167              0 (const int)
2090:167          direct index ( temp float)
2100:167            'd' ( in 4-component vector of float)
2110:167            Constant:
2120:167              0 (const int)
2130:167        direct index ( noContraction temp float)
2140:167          'v' ( noContraction smooth out 4-component vector of float)
2150:167          Constant:
2160:167            0 (const int)
2170:169      Function Call: funcA(I21; ( global 4-component vector of float)
2180:169        'img1' (layout( rgba32f) uniform image2D)
2190:170      Function Call: funcB(I21; ( global 4-component vector of float)
2200:170        'img2' (layout( rgba32f) coherent uniform image2D)
2210:?       Sequence
2220:178        Sequence
2230:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
2240:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
2250:178            Constant:
2260:178              3.000000
2270:178              1.000000
2280:178              2.000000
2290:178              3.000000
2300:?       Sequence
2310:185        Sequence
2320:185          move second child to first child ( temp 5-element array of float)
2330:185            'a' ( temp 5-element array of float)
2340:185            Construct float ( temp 5-element array of float)
2350:185              'g' ( temp float)
2360:185              Constant:
2370:185                1.000000
2380:185              'g' ( temp float)
2390:185              Constant:
2400:185                2.300000
2410:185              'g' ( temp float)
2420:188        move second child to first child ( temp 3-element array of float)
2430:188          'b' ( temp 3-element array of float)
2440:188          Construct float ( temp 3-element array of float)
2450:188            'g' ( temp float)
2460:188            add ( temp float)
2470:188              'g' ( temp float)
2480:188              Constant:
2490:188                1.000000
2500:188            add ( temp float)
2510:188              'g' ( temp float)
2520:188              Constant:
2530:188                2.000000
2540:191      Sequence
2550:191        Sequence
2560:191          move second child to first child ( temp 2-element array of 4-component vector of float)
2570:191            'b' ( temp 2-element array of 4-component vector of float)
2580:191            Constant:
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
2660:191              1.000000
2670:192        Construct vec4 ( temp 3-element array of 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)
2700:192          'b' ( temp 2-element array of 4-component vector of float)
2710:193        Construct vec4 ( temp 3-element array of 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)
2740:193          'b' ( temp 2-element array of 4-component vector of float)
2750:194        Construct vec4 ( temp 3-element array of 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)
2780:194          'b' ( temp 2-element array of 4-component vector of float)
2790:?   Linker Objects
2800:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
2810:?     'anon@0' ( out block{ out 4-component vector of float Color})
2820:?     '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})
2830:?     'normal' (layout( location=3) in 4-component vector of float)
2840:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
2850:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
2860:?     '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})
2870:?     'var1' ( smooth out 4-component vector of float)
2880:?     '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})
2890:?     'var5' ( smooth out 4-component vector of float)
2900:?     'anon@2' ( out block{ out 4-component vector of float var6})
2910:?     'var7' ( smooth out 4-component vector of float)
2920:?     '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})
2930:?     '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})
2940:?     's17' (layout( binding=3) uniform sampler2D)
2950:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
2960:?     'bar' (layout( binding=2) uniform atomic_uint)
2970:?     'bar23' (layout( offset=8) uniform atomic_uint)
2980:?     'b2' (layout( binding=2) uniform atomic_uint)
2990:?     'c2' (layout( binding=3) uniform atomic_uint)
3000:?     'd2' (layout( binding=2) uniform atomic_uint)
3010:?     'gl_FrontColor' ( flat in 4-component vector of float)
3020:?     'ColorInv' ( smooth out 3-component vector of float)
3030:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
3040:?     'position' ( noContraction smooth out 4-component vector of float)
3050:?     'Color5' ( noContraction smooth out 3-component vector of float)
3060:?     'a' ( in 4-component vector of float)
3070:?     'b' ( in 4-component vector of float)
3080:?     'c' ( in 4-component vector of float)
3090:?     'd' ( in 4-component vector of float)
3100:?     'v' ( noContraction smooth out 4-component vector of float)
3110:?     '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})
3120:?     '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})
3130:?     'shv' ( shared 4-component vector of float)
3140:?     'img1' (layout( rgba32f) uniform image2D)
3150:?     'img2' (layout( rgba32f) coherent uniform image2D)
3160:?     'gl_VertexID' ( gl_VertexId int VertexId)
3170:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
318
319
320Linked vertex stage:
321
322
323Shader version: 430
324Requested GL_3DL_array_objects
325ERROR: node is still EOpNull!
3260:134  Function Definition: funcA(I21; ( global 4-component vector of float)
3270:134    Function Parameters:
3280:134      'a' ( restrict in image2D)
3290:136  Function Definition: funcB(I21; ( global 4-component vector of float)
3300:136    Function Parameters:
3310:136      'a' ( in image2D)
3320:140  Function Definition: func(f1;f1;f1;f1; ( global float)
3330:140    Function Parameters:
3340:140      'e' ( in float)
3350:140      'f' ( in float)
3360:140      'g' ( in float)
3370:140      'h' ( in float)
3380:142    Sequence
3390:142      Branch: Return with expression
3400:142        add ( temp float)
3410:142          component-wise multiply ( temp float)
3420:142            'e' ( in float)
3430:142            'f' ( in float)
3440:142          component-wise multiply ( temp float)
3450:142            'g' ( in float)
3460:142            'h' ( in float)
3470:146  Function Definition: func2(f1;f1;f1;f1; ( global float)
3480:146    Function Parameters:
3490:146      'e' ( in float)
3500:146      'f' ( in float)
3510:146      'g' ( in float)
3520:146      'h' ( in float)
3530:148    Sequence
3540:148      Sequence
3550:148        move second child to first child ( temp float)
3560:148          'result' ( noContraction temp float)
3570:148          add ( temp float)
3580:148            component-wise multiply ( temp float)
3590:148              'e' ( in float)
3600:148              'f' ( in float)
3610:148            component-wise multiply ( temp float)
3620:148              'g' ( in float)
3630:148              'h' ( in float)
3640:150      Branch: Return with expression
3650:150        'result' ( noContraction temp float)
3660:153  Function Definition: func3(f1;f1;f1; ( global float)
3670:153    Function Parameters:
3680:153      'i' ( in float)
3690:153      'j' ( in float)
3700:153      'k' ( noContraction out float)
3710:155    Sequence
3720:155      move second child to first child ( temp float)
3730:155        'k' ( noContraction out float)
3740:155        add ( temp float)
3750:155          component-wise multiply ( temp float)
3760:155            'i' ( in float)
3770:155            'i' ( in float)
3780:155          'j' ( in float)
3790:158  Function Definition: main( ( global void)
3800:158    Function Parameters:
3810:160    Sequence
3820:160      Sequence
3830:160        move second child to first child ( temp 3-component vector of float)
3840:160          'r' ( temp 3-component vector of float)
3850:160          Construct vec3 ( temp 3-component vector of float)
3860:160            component-wise multiply ( temp 4-component vector of float)
3870:160              'a' ( in 4-component vector of float)
3880:160              'b' ( in 4-component vector of float)
3890:161      Sequence
3900:161        move second child to first child ( temp 3-component vector of float)
3910:161          's' ( temp 3-component vector of float)
3920:161          Construct vec3 ( temp 3-component vector of float)
3930:161            component-wise multiply ( temp 4-component vector of float)
3940:161              'c' ( in 4-component vector of float)
3950:161              'd' ( in 4-component vector of float)
3960:162      move second child to first child ( temp 3-component vector of float)
3970:162        vector swizzle ( noContraction temp 3-component vector of float)
3980:162          'v' ( noContraction smooth out 4-component vector of float)
3990:162          Sequence
4000:162            Constant:
4010:162              0 (const int)
4020:162            Constant:
4030:162              1 (const int)
4040:162            Constant:
4050:162              2 (const int)
4060:162        add ( temp 3-component vector of float)
4070:162          'r' ( temp 3-component vector of float)
4080:162          's' ( temp 3-component vector of float)
4090:163      move second child to first child ( temp float)
4100:163        direct index ( noContraction temp float)
4110:163          'v' ( noContraction smooth out 4-component vector of float)
4120:163          Constant:
4130:163            3 (const int)
4140:163        add ( temp float)
4150:163          component-wise multiply ( temp float)
4160:163            direct index ( temp float)
4170:163              'a' ( in 4-component vector of float)
4180:163              Constant:
4190:163                3 (const int)
4200:163            direct index ( temp float)
4210:163              'b' ( in 4-component vector of float)
4220:163              Constant:
4230:163                3 (const int)
4240:163          component-wise multiply ( temp float)
4250:163            direct index ( temp float)
4260:163              'c' ( in 4-component vector of float)
4270:163              Constant:
4280:163                3 (const int)
4290:163            direct index ( temp float)
4300:163              'd' ( in 4-component vector of float)
4310:163              Constant:
4320:163                3 (const int)
4330:164      move second child to first child ( temp float)
4340:164        direct index ( noContraction temp float)
4350:164          'v' ( noContraction smooth out 4-component vector of float)
4360:164          Constant:
4370:164            0 (const int)
4380:164        Function Call: func(f1;f1;f1;f1; ( global float)
4390:164          direct index ( temp float)
4400:164            'a' ( in 4-component vector of float)
4410:164            Constant:
4420:164              0 (const int)
4430:164          direct index ( temp float)
4440:164            'b' ( in 4-component vector of float)
4450:164            Constant:
4460:164              0 (const int)
4470:164          direct index ( temp float)
4480:164            'c' ( in 4-component vector of float)
4490:164            Constant:
4500:164              0 (const int)
4510:164          direct index ( temp float)
4520:164            'd' ( in 4-component vector of float)
4530:164            Constant:
4540:164              0 (const int)
4550:166      move second child to first child ( temp float)
4560:166        direct index ( noContraction temp float)
4570:166          'v' ( noContraction smooth out 4-component vector of float)
4580:166          Constant:
4590:166            0 (const int)
4600:166        Function Call: func2(f1;f1;f1;f1; ( global float)
4610:166          direct index ( temp float)
4620:166            'a' ( in 4-component vector of float)
4630:166            Constant:
4640:166              0 (const int)
4650:166          direct index ( temp float)
4660:166            'b' ( in 4-component vector of float)
4670:166            Constant:
4680:166              0 (const int)
4690:166          direct index ( temp float)
4700:166            'c' ( in 4-component vector of float)
4710:166            Constant:
4720:166              0 (const int)
4730:166          direct index ( temp float)
4740:166            'd' ( in 4-component vector of float)
4750:166            Constant:
4760:166              0 (const int)
4770:167      Function Call: func3(f1;f1;f1; ( global float)
4780:167        component-wise multiply ( temp float)
4790:167          direct index ( temp float)
4800:167            'a' ( in 4-component vector of float)
4810:167            Constant:
4820:167              0 (const int)
4830:167          direct index ( temp float)
4840:167            'b' ( in 4-component vector of float)
4850:167            Constant:
4860:167              0 (const int)
4870:167        component-wise multiply ( temp float)
4880:167          direct index ( temp float)
4890:167            'c' ( in 4-component vector of float)
4900:167            Constant:
4910:167              0 (const int)
4920:167          direct index ( temp float)
4930:167            'd' ( in 4-component vector of float)
4940:167            Constant:
4950:167              0 (const int)
4960:167        direct index ( noContraction temp float)
4970:167          'v' ( noContraction smooth out 4-component vector of float)
4980:167          Constant:
4990:167            0 (const int)
5000:169      Function Call: funcA(I21; ( global 4-component vector of float)
5010:169        'img1' (layout( rgba32f) uniform image2D)
5020:170      Function Call: funcB(I21; ( global 4-component vector of float)
5030:170        'img2' (layout( rgba32f) coherent uniform image2D)
5040:?       Sequence
5050:178        Sequence
5060:178          move second child to first child ( temp structure{ temp float intensity,  temp 3-component vector of float position})
5070:178            'lightVar' ( temp structure{ temp float intensity,  temp 3-component vector of float position})
5080:178            Constant:
5090:178              3.000000
5100:178              1.000000
5110:178              2.000000
5120:178              3.000000
5130:?       Sequence
5140:185        Sequence
5150:185          move second child to first child ( temp 5-element array of float)
5160:185            'a' ( temp 5-element array of float)
5170:185            Construct float ( temp 5-element array of float)
5180:185              'g' ( temp float)
5190:185              Constant:
5200:185                1.000000
5210:185              'g' ( temp float)
5220:185              Constant:
5230:185                2.300000
5240:185              'g' ( temp float)
5250:188        move second child to first child ( temp 3-element array of float)
5260:188          'b' ( temp 3-element array of float)
5270:188          Construct float ( temp 3-element array of float)
5280:188            'g' ( temp float)
5290:188            add ( temp float)
5300:188              'g' ( temp float)
5310:188              Constant:
5320:188                1.000000
5330:188            add ( temp float)
5340:188              'g' ( temp float)
5350:188              Constant:
5360:188                2.000000
5370:191      Sequence
5380:191        Sequence
5390:191          move second child to first child ( temp 2-element array of 4-component vector of float)
5400:191            'b' ( temp 2-element array of 4-component vector of float)
5410:191            Constant:
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
5490:191              1.000000
5500:192        Construct vec4 ( temp 3-element array of 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)
5530:192          'b' ( temp 2-element array of 4-component vector of float)
5540:193        Construct vec4 ( temp 3-element array of 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)
5570:193          'b' ( temp 2-element array of 4-component vector of float)
5580:194        Construct vec4 ( temp 3-element array of 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)
5610:194          'b' ( temp 2-element array of 4-component vector of float)
5620:?   Linker Objects
5630:?     'Coords' ( out block{ out 4-component vector of float Position,  out 2-component vector of float Texture})
5640:?     'anon@0' ( out block{ out 4-component vector of float Color})
5650:?     '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})
5660:?     'normal' (layout( location=3) in 4-component vector of float)
5670:?     'colors' (layout( location=6) in 3-element array of 4-component vector of float)
5680:?     'transforms2' (layout( location=9) in 2-element array of 4X4 matrix of float)
5690:?     '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})
5700:?     'var1' ( smooth out 4-component vector of float)
5710:?     '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})
5720:?     'var5' ( smooth out 4-component vector of float)
5730:?     'anon@2' ( out block{ out 4-component vector of float var6})
5740:?     'var7' ( smooth out 4-component vector of float)
5750:?     '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})
5760:?     '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})
5770:?     's17' (layout( binding=3) uniform sampler2D)
5780:?     'a2' (layout( binding=2 offset=4) uniform atomic_uint)
5790:?     'bar' (layout( binding=2) uniform atomic_uint)
5800:?     'bar23' (layout( offset=8) uniform atomic_uint)
5810:?     'b2' (layout( binding=2) uniform atomic_uint)
5820:?     'c2' (layout( binding=3) uniform atomic_uint)
5830:?     'd2' (layout( binding=2) uniform atomic_uint)
5840:?     'gl_FrontColor' ( flat in 4-component vector of float)
5850:?     'ColorInv' ( smooth out 3-component vector of float)
5860:?     'Color4' ( invariant centroid smooth out 3-component vector of float)
5870:?     'position' ( noContraction smooth out 4-component vector of float)
5880:?     'Color5' ( noContraction smooth out 3-component vector of float)
5890:?     'a' ( in 4-component vector of float)
5900:?     'b' ( in 4-component vector of float)
5910:?     'c' ( in 4-component vector of float)
5920:?     'd' ( in 4-component vector of float)
5930:?     'v' ( noContraction smooth out 4-component vector of float)
5940:?     '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})
5950:?     '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})
5960:?     'shv' ( shared 4-component vector of float)
5970:?     'img1' (layout( rgba32f) uniform image2D)
5980:?     'img2' (layout( rgba32f) coherent uniform image2D)
5990:?     'gl_VertexID' ( gl_VertexId int VertexId)
6000:?     'gl_InstanceID' ( gl_InstanceId int InstanceId)
601
602