310.tesc ERROR: 0:8: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:9: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:10: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) ERROR: 0:12: 'patch' : can only use on output in tessellation-control shader ERROR: 0:26: 'gl_PointSize' : required extension not requested: Possible extensions include: GL_EXT_tessellation_point_size GL_OES_tessellation_point_size ERROR: 0:27: 'gl_ClipDistance' : no such field in structure ERROR: 0:27: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:34: 'gl_PointSize' : required extension not requested: Possible extensions include: GL_EXT_tessellation_point_size GL_OES_tessellation_point_size ERROR: 0:35: 'gl_ClipDistance' : no such field in structure ERROR: 0:35: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:35: 'assign' : l-value required (can't modify a const) ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:43: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:48: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:53: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:56: '' : tessellation control barrier() cannot be placed within flow control ERROR: 0:63: '' : tessellation control barrier() cannot be placed after a return from main() ERROR: 0:66: 'vertices' : can only apply to 'out' ERROR: 0:67: 'vertices' : cannot change previously set layout value ERROR: 0:71: '[' : array index out of range '4' ERROR: 0:73: '' : tessellation control barrier() must be in main() ERROR: 0:76: 'in' : type must be an array: ina ERROR: 0:78: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:80: '' : array size required ERROR: 0:86: 'location' : overlapping use of location 4 ERROR: 0:90: 'location' : overlapping use of location 4 ERROR: 0:94: 'precise' : Reserved word. ERROR: 0:94: 'precise' : not supported for this version or the enabled extensions ERROR: 0:95: 'fma' : required extension not requested: Possible extensions include: GL_EXT_gpu_shader5 GL_OES_gpu_shader5 ERROR: 0:104: 'sample' : Reserved word. ERROR: 0:106: 'vertices' : can only apply to a standalone qualifier ERROR: 0:107: 'vertices' : inconsistent output number of vertices for array size of misSized ERROR: 0:133: 'gl_BoundingBoxOES' : required extension not requested: Possible extensions include: GL_EXT_primitive_bounding_box GL_OES_primitive_bounding_box ERROR: 0:142: '[' : array index out of range '2' ERROR: 0:145: '' : array size required ERROR: 0:161: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID ERROR: 0:162: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID ERROR: 0:165: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID ERROR: 38 compilation errors. No code generated. Shader version: 310 Requested GL_ARB_separate_shader_objects Requested GL_OES_gpu_shader5 Requested GL_OES_primitive_bounding_box Requested GL_OES_shader_io_blocks Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader vertices = 4 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Barrier ( global void) 0:19 Sequence 0:19 move second child to first child ( temp highp int) 0:19 'a' ( temp highp int) 0:19 Constant: 0:19 5392 (const int) 0:25 Sequence 0:25 move second child to first child ( temp highp 4-component vector of float) 0:25 'p' ( temp highp 4-component vector of float) 0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp highp float) 0:26 'ps' ( temp highp float) 0:26 gl_PointSize: direct index for structure ( in highp float PointSize) 0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 Constant: 0:26 1 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp highp float) 0:27 'cd' ( temp highp float) 0:27 Constant: 0:27 0.000000 0:29 Sequence 0:29 move second child to first child ( temp highp int) 0:29 'pvi' ( temp highp int) 0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:30 Sequence 0:30 move second child to first child ( temp highp int) 0:30 'pid' ( temp highp int) 0:30 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:31 Sequence 0:31 move second child to first child ( temp highp int) 0:31 'iid' ( temp highp int) 0:31 'gl_InvocationID' ( in highp int InvocationID) 0:33 move second child to first child ( temp highp 4-component vector of float) 0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position) 0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:33 'gl_InvocationID' ( in highp int InvocationID) 0:33 Constant: 0:33 0 (const int) 0:33 'p' ( temp highp 4-component vector of float) 0:34 move second child to first child ( temp highp float) 0:34 gl_PointSize: direct index for structure ( out highp float PointSize) 0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:34 'gl_InvocationID' ( in highp int InvocationID) 0:34 Constant: 0:34 1 (const int) 0:34 'ps' ( temp highp float) 0:35 move second child to first child ( temp highp float) 0:35 Constant: 0:35 0.000000 0:35 'cd' ( temp highp float) 0:37 move second child to first child ( temp highp float) 0:37 direct index ( patch temp highp float TessLevelOuter) 0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter) 0:37 Constant: 0:37 3 (const int) 0:37 Constant: 0:37 3.200000 0:38 move second child to first child ( temp highp float) 0:38 direct index ( patch temp highp float TessLevelInner) 0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner) 0:38 Constant: 0:38 1 (const int) 0:38 Constant: 0:38 1.300000 0:40 Test condition and select ( temp void) 0:40 Condition 0:40 Compare Greater Than ( temp bool) 0:40 'a' ( temp highp int) 0:40 Constant: 0:40 10 (const int) 0:40 true case 0:41 Barrier ( global void) 0:40 false case 0:43 Barrier ( global void) 0:45 Barrier ( global void) 0:49 Loop with condition not tested first 0:49 Loop Condition 0:49 Compare Greater Than ( temp bool) 0:49 'a' ( temp highp int) 0:49 Constant: 0:49 10 (const int) 0:49 Loop Body 0:48 Sequence 0:48 Barrier ( global void) 0:51 switch 0:51 condition 0:51 'a' ( temp highp int) 0:51 body 0:51 Sequence 0:52 default: 0:? Sequence 0:53 Barrier ( global void) 0:54 Branch: Break 0:56 Test condition and select ( temp highp int) 0:56 Condition 0:56 Compare Less Than ( temp bool) 0:56 'a' ( temp highp int) 0:56 Constant: 0:56 12 (const int) 0:56 true case 0:56 'a' ( temp highp int) 0:56 false case 0:56 Comma ( temp highp int) 0:56 Barrier ( global void) 0:56 'a' ( temp highp int) 0:58 Sequence 0:58 Barrier ( global void) 0:61 Branch: Return 0:63 Barrier ( global void) 0:69 Function Definition: foo( ( global void) 0:69 Function Parameters: 0:71 Sequence 0:71 gl_Position: direct index for structure ( out highp 4-component vector of float Position) 0:71 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:71 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:71 Constant: 0:71 4 (const int) 0:71 Constant: 0:71 0 (const int) 0:73 Barrier ( global void) 0:92 Function Definition: foop( ( global void) 0:92 Function Parameters: 0:? Sequence 0:95 move second child to first child ( temp highp float) 0:95 'd' ( noContraction temp highp float) 0:95 fma ( global highp float) 0:95 'd' ( noContraction temp highp float) 0:95 'd' ( noContraction temp highp float) 0:95 'd' ( noContraction temp highp float) 0:112 Function Definition: pointSize2( ( global void) 0:112 Function Parameters: 0:114 Sequence 0:114 Sequence 0:114 move second child to first child ( temp highp float) 0:114 'ps' ( temp highp float) 0:114 gl_PointSize: direct index for structure ( in highp float PointSize) 0:114 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:114 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:114 Constant: 0:114 1 (const int) 0:114 Constant: 0:114 1 (const int) 0:115 move second child to first child ( temp highp float) 0:115 gl_PointSize: direct index for structure ( out highp float PointSize) 0:115 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:115 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:115 'gl_InvocationID' ( in highp int InvocationID) 0:115 Constant: 0:115 1 (const int) 0:115 'ps' ( temp highp float) 0:122 Function Definition: goodfoop( ( global void) 0:122 Function Parameters: 0:? Sequence 0:126 multiply second child into first child ( temp highp 3-component vector of float) 0:126 'pv3' ( noContraction temp highp 3-component vector of float) 0:126 'pv3' ( noContraction temp highp 3-component vector of float) 0:127 move second child to first child ( temp highp 3-component vector of float) 0:127 'pv3' ( noContraction temp highp 3-component vector of float) 0:127 fma ( global highp 3-component vector of float) 0:127 'pv3' ( noContraction temp highp 3-component vector of float) 0:127 'pv3' ( noContraction temp highp 3-component vector of float) 0:127 'pv3' ( noContraction temp highp 3-component vector of float) 0:128 move second child to first child ( temp highp float) 0:128 'd' ( noContraction temp highp float) 0:128 fma ( global highp float) 0:128 'd' ( noContraction temp highp float) 0:128 'd' ( noContraction temp highp float) 0:128 'd' ( noContraction temp highp float) 0:131 Function Definition: bbBad( ( global void) 0:131 Function Parameters: 0:133 Sequence 0:133 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:138 Function Definition: bb( ( global void) 0:138 Function Parameters: 0:140 Sequence 0:140 move second child to first child ( temp highp 4-component vector of float) 0:140 direct index ( patch temp highp 4-component vector of float BoundingBox) 0:140 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:140 Constant: 0:140 0 (const int) 0:140 Constant: 0:140 0.000000 0:140 0.000000 0:140 0.000000 0:140 0.000000 0:141 move second child to first child ( temp highp 4-component vector of float) 0:141 direct index ( patch temp highp 4-component vector of float BoundingBox) 0:141 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:141 Constant: 0:141 1 (const int) 0:141 Constant: 0:141 1.000000 0:141 1.000000 0:141 1.000000 0:141 1.000000 0:142 move second child to first child ( temp highp 4-component vector of float) 0:142 direct index ( patch temp highp 4-component vector of float BoundingBox) 0:142 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox) 0:142 Constant: 0:142 2 (const int) 0:142 Constant: 0:142 2.000000 0:142 2.000000 0:142 2.000000 0:142 2.000000 0:153 Function Definition: outputtingOutparam(i1; ( global void) 0:153 Function Parameters: 0:153 'a' ( out highp int) 0:155 Sequence 0:155 move second child to first child ( temp highp int) 0:155 'a' ( out highp int) 0:155 Constant: 0:155 2 (const int) 0:158 Function Definition: outputting( ( global void) 0:158 Function Parameters: 0:160 Sequence 0:160 move second child to first child ( temp highp int) 0:160 indirect index ( temp highp int) 0:160 'outa' ( out 4-element array of highp int) 0:160 'gl_InvocationID' ( in highp int InvocationID) 0:160 Constant: 0:160 2 (const int) 0:161 move second child to first child ( temp highp int) 0:161 direct index ( temp highp int) 0:161 'outa' ( out 4-element array of highp int) 0:161 Constant: 0:161 1 (const int) 0:161 Constant: 0:161 2 (const int) 0:162 move second child to first child ( temp highp 4-component vector of float) 0:162 gl_Position: direct index for structure ( out highp 4-component vector of float Position) 0:162 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:162 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:162 Constant: 0:162 0 (const int) 0:162 Constant: 0:162 0 (const int) 0:162 Constant: 0:162 1.000000 0:162 1.000000 0:162 1.000000 0:162 1.000000 0:163 direct index ( temp highp int) 0:163 'outa' ( out 4-element array of highp int) 0:163 Constant: 0:163 1 (const int) 0:164 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:164 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:164 Constant: 0:164 0 (const int) 0:165 Function Call: outputtingOutparam(i1; ( global void) 0:165 direct index ( temp highp int) 0:165 'outa' ( out 4-element array of highp int) 0:165 Constant: 0:165 0 (const int) 0:166 Function Call: outputtingOutparam(i1; ( global void) 0:166 indirect index ( temp highp int) 0:166 'outa' ( out 4-element array of highp int) 0:166 'gl_InvocationID' ( in highp int InvocationID) 0:167 move second child to first child ( temp highp float) 0:167 f: direct index for structure ( out highp float) 0:167 direct index ( patch temp block{ out highp float f}) 0:167 'patchIName' ( patch out 4-element array of block{ out highp float f}) 0:167 Constant: 0:167 1 (const int) 0:167 Constant: 0:167 0 (const int) 0:167 Constant: 0:167 3.140000 0:168 move second child to first child ( temp highp int) 0:168 indirect index ( temp highp int) 0:168 'outa' ( out 4-element array of highp int) 0:168 'gl_InvocationID' ( in highp int InvocationID) 0:168 Constant: 0:168 2 (const int) 0:? Linker Objects 0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:? 'outa' ( out 4-element array of highp int) 0:? 'patchIn' ( patch in highp 4-component vector of float) 0:? 'patchOut' ( patch out highp 4-component vector of float) 0:? 'ina' ( in highp 2-component vector of float) 0:? 'inb' ( in 32-element array of highp 2-component vector of float) 0:? 'inc' ( in 32-element array of highp 2-component vector of float) 0:? 'ind' ( in 32-element array of highp 2-component vector of float) 0:? 'implA' ( patch out unsized 1-element array of highp float) 0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float) 0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float) 0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float) 0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float) 0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float) 0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float) 0:? 'pinbi' ( patch out block{ out highp int a}) 0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float) 0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) 0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float) 0:? 'badlay' ( out 4-element array of highp float) 0:? 'misSized' ( out 5-element array of highp float) 0:? 'okaySize' ( out 4-element array of highp float) 0:? 'pv3' ( noContraction temp highp 3-component vector of float) 0:? 'badpatchIName' ( patch out unsized 1-element array of block{ out highp float f}) 0:? 'patchIName' ( patch out 4-element array of block{ out highp float f}) Linked tessellation control stage: Shader version: 310 Requested GL_ARB_separate_shader_objects Requested GL_OES_gpu_shader5 Requested GL_OES_primitive_bounding_box Requested GL_OES_shader_io_blocks Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader vertices = 4 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Barrier ( global void) 0:19 Sequence 0:19 move second child to first child ( temp highp int) 0:19 'a' ( temp highp int) 0:19 Constant: 0:19 5392 (const int) 0:25 Sequence 0:25 move second child to first child ( temp highp 4-component vector of float) 0:25 'p' ( temp highp 4-component vector of float) 0:25 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:25 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:25 Constant: 0:25 1 (const int) 0:25 Constant: 0:25 0 (const int) 0:26 Sequence 0:26 move second child to first child ( temp highp float) 0:26 'ps' ( temp highp float) 0:26 gl_PointSize: direct index for structure ( in highp float PointSize) 0:26 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:26 Constant: 0:26 1 (const int) 0:26 Constant: 0:26 1 (const int) 0:27 Sequence 0:27 move second child to first child ( temp highp float) 0:27 'cd' ( temp highp float) 0:27 Constant: 0:27 0.000000 0:29 Sequence 0:29 move second child to first child ( temp highp int) 0:29 'pvi' ( temp highp int) 0:29 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:30 Sequence 0:30 move second child to first child ( temp highp int) 0:30 'pid' ( temp highp int) 0:30 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:31 Sequence 0:31 move second child to first child ( temp highp int) 0:31 'iid' ( temp highp int) 0:31 'gl_InvocationID' ( in highp int InvocationID) 0:33 move second child to first child ( temp highp 4-component vector of float) 0:33 gl_Position: direct index for structure ( out highp 4-component vector of float Position) 0:33 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:33 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:33 'gl_InvocationID' ( in highp int InvocationID) 0:33 Constant: 0:33 0 (const int) 0:33 'p' ( temp highp 4-component vector of float) 0:34 move second child to first child ( temp highp float) 0:34 gl_PointSize: direct index for structure ( out highp float PointSize) 0:34 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:34 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:34 'gl_InvocationID' ( in highp int InvocationID) 0:34 Constant: 0:34 1 (const int) 0:34 'ps' ( temp highp float) 0:35 move second child to first child ( temp highp float) 0:35 Constant: 0:35 0.000000 0:35 'cd' ( temp highp float) 0:37 move second child to first child ( temp highp float) 0:37 direct index ( patch temp highp float TessLevelOuter) 0:37 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter) 0:37 Constant: 0:37 3 (const int) 0:37 Constant: 0:37 3.200000 0:38 move second child to first child ( temp highp float) 0:38 direct index ( patch temp highp float TessLevelInner) 0:38 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner) 0:38 Constant: 0:38 1 (const int) 0:38 Constant: 0:38 1.300000 0:40 Test condition and select ( temp void) 0:40 Condition 0:40 Compare Greater Than ( temp bool) 0:40 'a' ( temp highp int) 0:40 Constant: 0:40 10 (const int) 0:40 true case 0:41 Barrier ( global void) 0:40 false case 0:43 Barrier ( global void) 0:45 Barrier ( global void) 0:49 Loop with condition not tested first 0:49 Loop Condition 0:49 Compare Greater Than ( temp bool) 0:49 'a' ( temp highp int) 0:49 Constant: 0:49 10 (const int) 0:49 Loop Body 0:48 Sequence 0:48 Barrier ( global void) 0:51 switch 0:51 condition 0:51 'a' ( temp highp int) 0:51 body 0:51 Sequence 0:52 default: 0:? Sequence 0:53 Barrier ( global void) 0:54 Branch: Break 0:56 Test condition and select ( temp highp int) 0:56 Condition 0:56 Compare Less Than ( temp bool) 0:56 'a' ( temp highp int) 0:56 Constant: 0:56 12 (const int) 0:56 true case 0:56 'a' ( temp highp int) 0:56 false case 0:56 Comma ( temp highp int) 0:56 Barrier ( global void) 0:56 'a' ( temp highp int) 0:58 Sequence 0:58 Barrier ( global void) 0:61 Branch: Return 0:63 Barrier ( global void) 0:? Linker Objects 0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize}) 0:? 'outa' ( out 4-element array of highp int) 0:? 'patchIn' ( patch in highp 4-component vector of float) 0:? 'patchOut' ( patch out highp 4-component vector of float) 0:? 'ina' ( in highp 2-component vector of float) 0:? 'inb' ( in 32-element array of highp 2-component vector of float) 0:? 'inc' ( in 32-element array of highp 2-component vector of float) 0:? 'ind' ( in 32-element array of highp 2-component vector of float) 0:? 'implA' ( patch out 1-element array of highp float) 0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float) 0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float) 0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float) 0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float) 0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float) 0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float) 0:? 'pinbi' ( patch out block{ out highp int a}) 0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float) 0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) 0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float) 0:? 'badlay' ( out 4-element array of highp float) 0:? 'misSized' ( out 5-element array of highp float) 0:? 'okaySize' ( out 4-element array of highp float) 0:? 'pv3' ( noContraction temp highp 3-component vector of float) 0:? 'badpatchIName' ( patch out 1-element array of block{ out highp float f}) 0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})