1glsl.140.layoutOffset.error.vert 2ERROR: 0:5: 'offset' : not supported with this profile: none 3ERROR: 0:5: '"offset" on block member' : not supported for this version or the enabled extensions 4ERROR: 2 compilation errors. No code generated. 5 6 7Shader version: 140 8ERROR: node is still EOpNull! 90:11 Function Definition: main( ( global void) 100:11 Function Parameters: 110:13 Sequence 120:13 move second child to first child ( temp 4-component vector of float) 130:13 'out_vs' ( smooth out 4-component vector of float) 140:13 add ( temp 4-component vector of float) 150:13 'in_vs' ( in 4-component vector of float) 160:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 170:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 180:13 Constant: 190:13 0 (const uint) 200:? Linker Objects 210:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 220:? 'in_vs' ( in 4-component vector of float) 230:? 'out_vs' ( smooth out 4-component vector of float) 240:? 'gl_VertexID' ( gl_VertexId int VertexId) 250:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 26 27 28Linked vertex stage: 29 30 31Shader version: 140 32ERROR: node is still EOpNull! 330:11 Function Definition: main( ( global void) 340:11 Function Parameters: 350:13 Sequence 360:13 move second child to first child ( temp 4-component vector of float) 370:13 'out_vs' ( smooth out 4-component vector of float) 380:13 add ( temp 4-component vector of float) 390:13 'in_vs' ( in 4-component vector of float) 400:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 410:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 420:13 Constant: 430:13 0 (const uint) 440:? Linker Objects 450:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 460:? 'in_vs' ( in 4-component vector of float) 470:? 'out_vs' ( smooth out 4-component vector of float) 480:? 'gl_VertexID' ( gl_VertexId int VertexId) 490:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) 50 51