1440.vert 2ERROR: 0:8: 'component' : type overflows the available 4 components 3ERROR: 0:15: 'component' : component is too large 4ERROR: 0:23: 'location' : overlapping use of location 4 5ERROR: 0:26: 'location' : overlapping use of location 2 6ERROR: 0:31: 'location' : overlapping use of location 15 7ERROR: 0:32: 'location' : overlapping use of location 10 8ERROR: 0:37: 'location' : overlapping use of location 20 9ERROR: 0:39: 'component' : type overflows the available 4 components 10ERROR: 0:40: 'component' : type overflows the available 4 components 11ERROR: 0:42: 'component' : cannot apply to a matrix, structure, or block 12ERROR: 0:43: 'component' : cannot apply to a matrix, structure, or block 13ERROR: 0:44: 'component' : cannot apply to a matrix, structure, or block 14ERROR: 0:46: 'component' : must specify 'location' to use 'component' 15ERROR: 0:52: 'location' : overlapping use of location 40 16ERROR: 0:54: 'component' : type overflows the available 4 components 17ERROR: 0:55: 'component' : type overflows the available 4 components 18ERROR: 0:57: 'component' : cannot apply to a matrix, structure, or block 19ERROR: 0:58: 'component' : cannot apply to a matrix, structure, or block 20ERROR: 0:61: 'location/component/index' : cannot declare a default, use a full declaration 21ERROR: 0:66: 'component' : doubles cannot start on an odd-numbered component 22ERROR: 0:67: 'component' : type overflows the available 4 components 23ERROR: 0:71: 'location' : overlapping use of location 55 24ERROR: 0:75: 'location' : overlapping use of location 57 25ERROR: 0:78: 'location' : overlapping use of location 59 26ERROR: 0:95: 'xfb layout qualifier' : can only be used on an output 27ERROR: 0:101: 'xfb_offset' : cannot declare a default, use a full declaration 28ERROR: 0:111: 'xfb_buffer' : member cannot contradict block (or what block inherited from global) 29ERROR: 0:116: 'xfb_buffer' : member cannot contradict block (or what block inherited from global) 30ERROR: 0:116: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3 31ERROR: 0:117: 'xfb_offset' : overlapping offsets at offset 0 in buffer 2 32ERROR: 0:119: 'xfb_offset' : overlapping offsets at offset 24 in buffer 2 33ERROR: 0:122: 'xfb_stride' : all stride settings must match for xfb buffer 15 34ERROR: 0:126: 'xfb_offset' : overlapping offsets at offset 4 in buffer 1 35ERROR: 0:128: 'xfb_stride' : all stride settings must match for xfb buffer 3 36ERROR: 0:129: 'xfb_stride' : all stride settings must match for xfb buffer 3 37ERROR: 0:133: 'xfb_stride' : all stride settings must match for xfb buffer 3 38ERROR: 0:131: 'xfb_stride' : all stride settings must match for xfb buffer 3 39ERROR: 0:152: 'xfb_offset' : overlapping offsets at offset 64 in buffer 0 40ERROR: 0:157: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4 41ERROR: 0:158: 'xfb_offset' : must be a multiple of size of first component 42ERROR: 0:159: 'xfb_offset' : type contains double or 64-bit integer; xfb_offset must be a multiple of 8 43ERROR: 0:161: 'xfb_offset' : must be a multiple of size of first component 44ERROR: 0:162: 'xfb_offset' : type contains double or 64-bit integer; xfb_offset must be a multiple of 8 45ERROR: 0:166: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4 46ERROR: 0:169: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4 47ERROR: 0:169: 'xfb_stride' : 1/4 stride is too large: gl_MaxTransformFeedbackInterleavedComponents is 64 48ERROR: 0:171: 'xfb_buffer' : buffer is too large: gl_MaxTransformFeedbackBuffers is 4 49ERROR: 0:178: 'xfb_offset' : overlapping offsets at offset 36 in buffer 3 50ERROR: 0:179: 'xfb_buffer' : member cannot contradict block (or what block inherited from global) 51ERROR: 0:178: 'xfb_offset' : overlapping offsets at offset 32 in buffer 3 52ERROR: 0:185: 'gl_BaseVertexARB' : required extension not requested: GL_ARB_shader_draw_parameters 53ERROR: 0:185: 'gl_BaseInstanceARB' : required extension not requested: GL_ARB_shader_draw_parameters 54ERROR: 0:185: 'gl_DrawIDARB' : required extension not requested: GL_ARB_shader_draw_parameters 55ERROR: 0:193: 'assign' : l-value required "gl_BaseVertexARB" (can't modify shader input) 56ERROR: 0:194: 'assign' : l-value required "gl_BaseInstanceARB" (can't modify shader input) 57ERROR: 0:195: 'assign' : l-value required "gl_DrawIDARB" (can't modify shader input) 58ERROR: 0:196: 'glBaseInstanceARB' : undeclared identifier 59ERROR: 57 compilation errors. No code generated. 60 61 62Shader version: 440 63Requested GL_ARB_shader_draw_parameters 64in xfb mode 65ERROR: node is still EOpNull! 660:183 Function Definition: drawParamsBad( ( global int) 670:183 Function Parameters: 680:185 Sequence 690:185 Branch: Return with expression 700:185 add ( temp int) 710:185 add ( temp int) 720:185 'gl_BaseVertexARB' ( in int BaseVertex) 730:185 'gl_BaseInstanceARB' ( in int BaseInstance) 740:185 'gl_DrawIDARB' ( in int DrawId) 750:190 Function Definition: drawParams( ( global int) 760:190 Function Parameters: 770:192 Sequence 780:192 Branch: Return with expression 790:192 add ( temp int) 800:192 add ( temp int) 810:192 'gl_BaseVertexARB' ( in int BaseVertex) 820:192 'gl_BaseInstanceARB' ( in int BaseInstance) 830:192 'gl_DrawIDARB' ( in int DrawId) 840:193 move second child to first child ( temp int) 850:193 'gl_BaseVertexARB' ( in int BaseVertex) 860:193 Constant: 870:193 3 (const int) 880:194 move second child to first child ( temp int) 890:194 'gl_BaseInstanceARB' ( in int BaseInstance) 900:194 Constant: 910:194 3 (const int) 920:195 move second child to first child ( temp int) 930:195 'gl_DrawIDARB' ( in int DrawId) 940:195 Constant: 950:195 3 (const int) 960:196 'glBaseInstanceARB' ( temp float) 970:? Linker Objects 980:? 'a' (layout( location=2 component=2) in 2-component vector of float) 990:? 'b' (layout( location=2 component=1) in float) 1000:? 'c' (layout( location=3 component=2) in 3-component vector of float) 1010:? 'd' (layout( location=0 component=3) in 4-element array of float) 1020:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float) 1030:? 'f' (layout( location=4 component=3) in 5-element array of float) 1040:? 'g' (layout( location=9) in 6-element array of float) 1050:? 'h' (layout( location=4 component=2) in 2-component vector of float) 1060:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float) 1070:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float) 1080:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float) 1090:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float) 1100:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float) 1110:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float) 1120:? 'q' (layout( location=10 component=3) smooth out 6-element array of float) 1130:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float) 1140:? 's' (layout( location=15 component=3) smooth out float) 1150:? 't' (layout( location=10 component=1) smooth out float) 1160:? 'u' (layout( location=20 component=2) smooth out float) 1170:? 'v' (layout( location=20 component=0) smooth out float) 1180:? 'w' (layout( location=20 component=3) smooth out float) 1190:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float) 1200:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float) 1210:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float) 1220:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float) 1230:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a}) 1240:? 'bb' (layout( location=34 component=1) out block{ out int a}) 1250:? 'bc' (layout( location=4095 component=1) smooth out float) 1260:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss}) 1270:? 'be' (layout( location=50 component=3) smooth out int) 1280:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float) 1290:? 'dfo' (layout( location=51 component=1) smooth out double) 1300:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double) 1310:? 'dfo2' (layout( location=53) smooth out double) 1320:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float) 1330:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double) 1340:? 'overf' (layout( location=55) smooth out float) 1350:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float) 1360:? 'sf2o' (layout( location=56 component=3) smooth out float) 1370:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float) 1380:? 'sf4o' (layout( location=57 component=3) smooth out float) 1390:? 'dv3o2' (layout( location=58) flat out 3-component vector of double) 1400:? 'dfo3' (layout( location=59 component=2) flat out double) 1410:? 'dfo4' (layout( location=59 component=0) flat out double) 1420:? 'bbinst1' ( out block{ out 4-component vector of float bbv}) 1430:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) 1440:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv}) 1450:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv}) 1460:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) 1470:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) 1480:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) 1490:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) 1500:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6}) 1510:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float) 1520:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int) 1530:? 'bl' (layout( xfb_stride=48) smooth out float) 1540:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2}) 1550:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g}) 1560:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s}) 1570:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float) 1580:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f}) 1590:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of float Position gl_Position, layout( xfb_buffer=3 xfb_offset=32) gl_PointSize float PointSize gl_PointSize}) 1600:? 'gl_VertexID' ( gl_VertexId int VertexId) 1610:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 162 163 164Linked vertex stage: 165 166ERROR: Linking vertex stage: Missing entry point: Each stage requires one entry point 167ERROR: Linking vertex stage: xfb_stride is too small to hold all buffer entries: 168ERROR: xfb_buffer 0, xfb_stride 92, minimum stride needed: 96 169ERROR: Linking vertex stage: xfb_stride must be multiple of 8 for buffer holding a double or 64-bit integer: 170ERROR: xfb_buffer 0, xfb_stride 92 171ERROR: Linking vertex stage: xfb_stride must be multiple of 4: 172ERROR: xfb_buffer 5, xfb_stride 6 173ERROR: Linking vertex stage: xfb_stride is too large: 174ERROR: xfb_buffer 6, components (1/4 stride) needed are 500, gl_MaxTransformFeedbackInterleavedComponents is 64 175ERROR: Linking vertex stage: xfb_stride is too large: 176ERROR: xfb_buffer 7, components (1/4 stride) needed are 66, gl_MaxTransformFeedbackInterleavedComponents is 64 177 178Shader version: 440 179Requested GL_ARB_shader_draw_parameters 180in xfb mode 181ERROR: node is still EOpNull! 1820:? Linker Objects 1830:? 'a' (layout( location=2 component=2) in 2-component vector of float) 1840:? 'b' (layout( location=2 component=1) in float) 1850:? 'c' (layout( location=3 component=2) in 3-component vector of float) 1860:? 'd' (layout( location=0 component=3) in 4-element array of float) 1870:? 'e' (layout( location=4 component=0) in 5-element array of 3-component vector of float) 1880:? 'f' (layout( location=4 component=3) in 5-element array of float) 1890:? 'g' (layout( location=9) in 6-element array of float) 1900:? 'h' (layout( location=4 component=2) in 2-component vector of float) 1910:? 'i' (layout( location=3 component=2) smooth out 2-component vector of float) 1920:? 'j' (layout( location=3 component=0) smooth out 2-component vector of float) 1930:? 'k' (layout( location=4 component=2) smooth out 2-component vector of float) 1940:? 'm' (layout( location=4 component=2) smooth out 2-component vector of float) 1950:? 'n' (layout( location=2 component=2) smooth out 2-component vector of float) 1960:? 'p' (layout( location=2 component=0) smooth out 3-component vector of float) 1970:? 'q' (layout( location=10 component=3) smooth out 6-element array of float) 1980:? 'r' (layout( location=10 component=0) smooth out 6-element array of 3-component vector of float) 1990:? 's' (layout( location=15 component=3) smooth out float) 2000:? 't' (layout( location=10 component=1) smooth out float) 2010:? 'u' (layout( location=20 component=2) smooth out float) 2020:? 'v' (layout( location=20 component=0) smooth out float) 2030:? 'w' (layout( location=20 component=3) smooth out float) 2040:? 'x' (layout( location=20 component=1) smooth out 2-component vector of float) 2050:? 'y' (layout( location=30 component=3) smooth out 2-component vector of float) 2060:? 'z' (layout( location=31 component=1) smooth out 4-component vector of float) 2070:? 'ba' (layout( location=32 component=1) smooth out 4X4 matrix of float) 2080:? 'Ss' (layout( location=33 component=1) smooth out structure{ global int a}) 2090:? 'bb' (layout( location=34 component=1) out block{ out int a}) 2100:? 'bc' (layout( location=4095 component=1) smooth out float) 2110:? 'bd' ( out block{layout( location=40 component=2) out float u, layout( location=40 component=0) out float v, layout( location=40 component=3) out float w, layout( location=40 component=1) out 2-component vector of float x, layout( location=41 component=3) out 2-component vector of float y, layout( location=42 component=1) out 4-component vector of float z, layout( location=42 component=1) out 4X4 matrix of float ba, layout( location=43 component=1) out structure{ global int a} Ss}) 2120:? 'be' (layout( location=50 component=3) smooth out int) 2130:? 'bf' (layout( location=50 component=0) smooth out 3-component vector of float) 2140:? 'dfo' (layout( location=51 component=1) smooth out double) 2150:? 'dvo' (layout( location=52 component=2) smooth out 2-component vector of double) 2160:? 'dfo2' (layout( location=53) smooth out double) 2170:? 'ffv2' (layout( location=53 component=2) smooth out 2-component vector of float) 2180:? 'dvec4out' (layout( location=54) smooth out 4-component vector of double) 2190:? 'overf' (layout( location=55) smooth out float) 2200:? 'df2o' (layout( location=56 component=1) smooth out 2-component vector of float) 2210:? 'sf2o' (layout( location=56 component=3) smooth out float) 2220:? 'dv3o' (layout( location=57 component=2) smooth out 2-component vector of float) 2230:? 'sf4o' (layout( location=57 component=3) smooth out float) 2240:? 'dv3o2' (layout( location=58) flat out 3-component vector of double) 2250:? 'dfo3' (layout( location=59 component=2) flat out double) 2260:? 'dfo4' (layout( location=59 component=0) flat out double) 2270:? 'bbinst1' ( out block{ out 4-component vector of float bbv}) 2280:? 'bbinst2' ( out block{layout( xfb_buffer=0 xfb_offset=64) out 4-component vector of float bbv}) 2290:? 'bbinst3' ( out block{layout( xfb_buffer=3 xfb_offset=16) out 4-component vector of float bbv}) 2300:? 'ubbinst3' (layout( column_major shared) uniform block{layout( column_major shared xfb_offset=16) uniform 4-component vector of float bbv}) 2310:? 'bg' (layout( xfb_buffer=2 xfb_offset=48 xfb_stride=80) smooth out 4-component vector of float) 2320:? 'bh' (layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) smooth out 4-component vector of float) 2330:? 'bbinst4' (layout( xfb_stride=80) out block{layout( xfb_buffer=2 xfb_offset=16) out 4-component vector of float bbv1, layout( xfb_buffer=2 xfb_offset=32) out 4-component vector of float bbv2}) 2340:? 'bbinst5' ( out block{layout( xfb_buffer=3 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=48 xfb_stride=64) out 4-component vector of float bbv2, out 4-component vector of float bbv3}) 2350:? 'bbinst6' ( out block{layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv1, layout( xfb_buffer=3 xfb_offset=32 xfb_stride=64) out 4-component vector of float bbv2, layout( xfb_buffer=2 xfb_offset=0) out 4-component vector of float bbv3, out 4-component vector of float bbv5, layout( xfb_buffer=2 xfb_offset=24) out float bbf6}) 2360:? 'bj' (layout( xfb_buffer=1 xfb_offset=4) smooth out float) 2370:? 'bk' (layout( xfb_buffer=1 xfb_offset=0) smooth out 2-component vector of int) 2380:? 'bl' (layout( xfb_stride=48) smooth out float) 2390:? 'bbinst7' (layout( xfb_stride=48) out block{layout( xfb_stride=64) out 4-component vector of float bbv1, layout( xfb_stride=32) out 4-component vector of float bbv2}) 2400:? 'bbinst8' (layout( xfb_stride=92) out block{layout( xfb_buffer=0 xfb_offset=0) out bool b, layout( xfb_buffer=0 xfb_offset=8) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=0 xfb_offset=48) out int i, layout( xfb_buffer=0 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=0 xfb_offset=88) out float f, layout( xfb_buffer=0 xfb_offset=92) out float g}) 2410:? 'bbinst9' ( out block{layout( xfb_buffer=4 xfb_offset=1) out bool b, layout( xfb_buffer=4 xfb_offset=12) out structure{ global bool b, global structure{ global int i, global double d, global float f} s, global 2-component vector of float v2} t, layout( xfb_buffer=4 xfb_offset=52) out 3X3 matrix of float m3, layout( xfb_buffer=4 xfb_offset=90) out int i, layout( xfb_buffer=4 xfb_offset=98) out double d, layout( xfb_buffer=4 xfb_offset=108) out structure{ global int a} s}) 2420:? 'bm' (layout( xfb_buffer=5 xfb_offset=0) smooth out float) 2430:? 'bbinst10' ( out block{layout( xfb_buffer=7 xfb_offset=0) out 4X4 matrix of double m1, layout( xfb_buffer=7 xfb_offset=128) out 4X4 matrix of double m2, layout( xfb_buffer=7 xfb_offset=256) out float f}) 2440:? 'anon@0' ( out block{layout( xfb_buffer=3 xfb_offset=36) gl_Position 4-component vector of float Position gl_Position, layout( xfb_buffer=3 xfb_offset=32) gl_PointSize float PointSize gl_PointSize}) 2450:? 'gl_VertexID' ( gl_VertexId int VertexId) 2460:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 247 248