glslang/Test/baseResults/specExamples.vert.out

603 lines
33 KiB
Plaintext

specExamples.vert
Warning, version 430 is not yet complete; most version-specific features are present, but some are missing.
ERROR: 0:29: 'location' : can only apply to uniform, buffer, in, or out storage qualifiers
ERROR: 0:31: 'triangles' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:31: 'invocations' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:33: 'lines' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:35: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:35: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:36: 'max_vertices' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:37: 'triangle_strip' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:41: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:43: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:45: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:46: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:47: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:50: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:55: 'stream' : there is no such layout identifier for this stage taking an assigned value
ERROR: 0:80: 's17' : redefinition
ERROR: 0:85: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:87: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:89: 'binding' : atomic_uint binding is too large
ERROR: 0:91: 'bar' : redefinition
ERROR: 0:92: 'atomic_uint' : layout(binding=X) is required
ERROR: 0:94: 'a2' : redefinition
ERROR: 0:95: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:96: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:97: 'binding' : atomic_uint binding is too large; see gl_MaxAtomicCounterBindings
ERROR: 0:106: '' : vertex input cannot be further qualified
ERROR: 0:106: 'redeclaration' : cannot change storage, memory, or auxiliary qualification of gl_FrontColor
ERROR: 0:112: 'ColorIvn' : identifier not previously declared
ERROR: 0:132: 'shared' : not supported in this stage: vertex
ERROR: 0:134: '' : function does not return a value: funcA
ERROR: 0:136: '' : function does not return a value: funcB
ERROR: 0:153: '' : function does not return a value: func3
ERROR: 0:170: 'coherent' : argument cannot drop memory qualifier when passed to formal parameter
ERROR: 33 compilation errors. No code generated.
Shader version: 430
Requested GL_3DL_array_objects
ERROR: node is still EOpNull!
0:134 Function Definition: funcA(I21; (global 4-component vector of float)
0:134 Function Parameters:
0:134 'a' (restrict in image2D)
0:136 Function Definition: funcB(I21; (global 4-component vector of float)
0:136 Function Parameters:
0:136 'a' (in image2D)
0:140 Function Definition: func(f1;f1;f1;f1; (global float)
0:140 Function Parameters:
0:140 'e' (in float)
0:140 'f' (in float)
0:140 'g' (in float)
0:140 'h' (in float)
0:142 Sequence
0:142 Branch: Return with expression
0:142 add (temp float)
0:142 component-wise multiply (temp float)
0:142 'e' (in float)
0:142 'f' (in float)
0:142 component-wise multiply (temp float)
0:142 'g' (in float)
0:142 'h' (in float)
0:146 Function Definition: func2(f1;f1;f1;f1; (global float)
0:146 Function Parameters:
0:146 'e' (in float)
0:146 'f' (in float)
0:146 'g' (in float)
0:146 'h' (in float)
0:148 Sequence
0:148 Sequence
0:148 move second child to first child (temp float)
0:148 'result' (noContraction temp float)
0:148 add (temp float)
0:148 component-wise multiply (temp float)
0:148 'e' (in float)
0:148 'f' (in float)
0:148 component-wise multiply (temp float)
0:148 'g' (in float)
0:148 'h' (in float)
0:150 Branch: Return with expression
0:150 'result' (noContraction temp float)
0:153 Function Definition: func3(f1;f1;f1; (global float)
0:153 Function Parameters:
0:153 'i' (in float)
0:153 'j' (in float)
0:153 'k' (noContraction out float)
0:155 Sequence
0:155 move second child to first child (temp float)
0:155 'k' (noContraction out float)
0:155 add (temp float)
0:155 component-wise multiply (temp float)
0:155 'i' (in float)
0:155 'i' (in float)
0:155 'j' (in float)
0:158 Function Definition: main( (global void)
0:158 Function Parameters:
0:160 Sequence
0:160 Sequence
0:160 move second child to first child (temp 3-component vector of float)
0:160 'r' (temp 3-component vector of float)
0:160 Construct vec3 (temp 3-component vector of float)
0:160 component-wise multiply (temp 4-component vector of float)
0:160 'a' (in 4-component vector of float)
0:160 'b' (in 4-component vector of float)
0:161 Sequence
0:161 move second child to first child (temp 3-component vector of float)
0:161 's' (temp 3-component vector of float)
0:161 Construct vec3 (temp 3-component vector of float)
0:161 component-wise multiply (temp 4-component vector of float)
0:161 'c' (in 4-component vector of float)
0:161 'd' (in 4-component vector of float)
0:162 move second child to first child (temp 3-component vector of float)
0:162 vector swizzle (noContraction temp 3-component vector of float)
0:162 'v' (noContraction smooth out 4-component vector of float)
0:162 Sequence
0:162 Constant:
0:162 0 (const int)
0:162 Constant:
0:162 1 (const int)
0:162 Constant:
0:162 2 (const int)
0:162 add (temp 3-component vector of float)
0:162 'r' (temp 3-component vector of float)
0:162 's' (temp 3-component vector of float)
0:163 move second child to first child (temp float)
0:163 direct index (noContraction temp float)
0:163 'v' (noContraction smooth out 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 add (temp float)
0:163 component-wise multiply (temp float)
0:163 direct index (temp float)
0:163 'a' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 direct index (temp float)
0:163 'b' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 component-wise multiply (temp float)
0:163 direct index (temp float)
0:163 'c' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 direct index (temp float)
0:163 'd' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:164 move second child to first child (temp float)
0:164 direct index (noContraction temp float)
0:164 'v' (noContraction smooth out 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 Function Call: func(f1;f1;f1;f1; (global float)
0:164 direct index (temp float)
0:164 'a' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'b' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'c' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'd' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:166 move second child to first child (temp float)
0:166 direct index (noContraction temp float)
0:166 'v' (noContraction smooth out 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 Function Call: func2(f1;f1;f1;f1; (global float)
0:166 direct index (temp float)
0:166 'a' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'b' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'c' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'd' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:167 Function Call: func3(f1;f1;f1; (global float)
0:167 component-wise multiply (temp float)
0:167 direct index (temp float)
0:167 'a' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (temp float)
0:167 'b' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 component-wise multiply (temp float)
0:167 direct index (temp float)
0:167 'c' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (temp float)
0:167 'd' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (noContraction temp float)
0:167 'v' (noContraction smooth out 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:169 Function Call: funcA(I21; (global 4-component vector of float)
0:169 'img1' (layout(rgba32f ) uniform image2D)
0:170 Function Call: funcB(I21; (global 4-component vector of float)
0:170 'img2' (layout(rgba32f ) coherent uniform image2D)
0:? Sequence
0:178 Sequence
0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position})
0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position})
0:178 Constant:
0:178 3.000000
0:178 1.000000
0:178 2.000000
0:178 3.000000
0:? Sequence
0:185 Sequence
0:185 move second child to first child (temp 5-element array of float)
0:185 'a' (temp 5-element array of float)
0:185 Construct float (temp 5-element array of float)
0:185 'g' (temp float)
0:185 Constant:
0:185 1.000000
0:185 'g' (temp float)
0:185 Constant:
0:185 2.300000
0:185 'g' (temp float)
0:188 move second child to first child (temp 3-element array of float)
0:188 'b' (temp 3-element array of float)
0:188 Construct float (temp 3-element array of float)
0:188 'g' (temp float)
0:188 add (temp float)
0:188 'g' (temp float)
0:188 Constant:
0:188 1.000000
0:188 add (temp float)
0:188 'g' (temp float)
0:188 Constant:
0:188 2.000000
0:191 Sequence
0:191 Sequence
0:191 move second child to first child (temp 2-element array of 4-component vector of float)
0:191 'b' (temp 2-element array of 4-component vector of float)
0:191 Constant:
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:192 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:193 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:194 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:? Linker Objects
0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture})
0:? 'anon@0' (out block{out 4-component vector of float Color})
0:? '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 implicitly-sized array of 4-component vector of float a, layout(column_major shared ) uniform float Deformation})
0:? 'normal' (layout(location=3 ) in 4-component vector of float)
0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float)
0:? 'transforms2' (layout(location=9 ) in 2-element array of 4X4 matrix of float)
0:? '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})
0:? 'var1' (smooth out 4-component vector of float)
0:? '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})
0:? 'var5' (smooth out 4-component vector of float)
0:? 'anon@2' (out block{out 4-component vector of float var6})
0:? 'var7' (smooth out 4-component vector of float)
0:? '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})
0:? '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})
0:? 's17' (layout(binding=3 ) uniform sampler2D)
0:? 'a2' (layout(binding=2 offset=4 ) uniform atomic_uint)
0:? 'bar' (layout(binding=2 ) uniform atomic_uint)
0:? 'bar23' (layout(offset=8 ) uniform atomic_uint)
0:? 'b2' (layout(binding=2 ) uniform atomic_uint)
0:? 'c2' (layout(binding=3 ) uniform atomic_uint)
0:? 'd2' (layout(binding=2 ) uniform atomic_uint)
0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized 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 implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...})
0:? 'anon@5' (out block{invariant gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized 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 implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, ...})
0:? 'ColorInv' (smooth out 3-component vector of float)
0:? 'Color4' (invariant centroid smooth out 3-component vector of float)
0:? 'position' (noContraction smooth out 4-component vector of float)
0:? 'Color5' (smooth out 3-component vector of float)
0:? 'a' (in 4-component vector of float)
0:? 'b' (in 4-component vector of float)
0:? 'c' (in 4-component vector of float)
0:? 'd' (in 4-component vector of float)
0:? 'v' (noContraction smooth out 4-component vector of float)
0:? 'anon@6' (layout(column_major shared ) coherent buffer block{layout(column_major shared ) readonly buffer 4-component vector of float member1, layout(column_major shared ) buffer 4-component vector of float member2})
0:? '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})
0:? 'shv' (shared 4-component vector of float)
0:? 'img1' (layout(rgba32f ) uniform image2D)
0:? 'img2' (layout(rgba32f ) coherent uniform image2D)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)
Linked vertex stage:
Shader version: 430
Requested GL_3DL_array_objects
ERROR: node is still EOpNull!
0:134 Function Definition: funcA(I21; (global 4-component vector of float)
0:134 Function Parameters:
0:134 'a' (restrict in image2D)
0:136 Function Definition: funcB(I21; (global 4-component vector of float)
0:136 Function Parameters:
0:136 'a' (in image2D)
0:140 Function Definition: func(f1;f1;f1;f1; (global float)
0:140 Function Parameters:
0:140 'e' (in float)
0:140 'f' (in float)
0:140 'g' (in float)
0:140 'h' (in float)
0:142 Sequence
0:142 Branch: Return with expression
0:142 add (temp float)
0:142 component-wise multiply (temp float)
0:142 'e' (in float)
0:142 'f' (in float)
0:142 component-wise multiply (temp float)
0:142 'g' (in float)
0:142 'h' (in float)
0:146 Function Definition: func2(f1;f1;f1;f1; (global float)
0:146 Function Parameters:
0:146 'e' (in float)
0:146 'f' (in float)
0:146 'g' (in float)
0:146 'h' (in float)
0:148 Sequence
0:148 Sequence
0:148 move second child to first child (temp float)
0:148 'result' (noContraction temp float)
0:148 add (temp float)
0:148 component-wise multiply (temp float)
0:148 'e' (in float)
0:148 'f' (in float)
0:148 component-wise multiply (temp float)
0:148 'g' (in float)
0:148 'h' (in float)
0:150 Branch: Return with expression
0:150 'result' (noContraction temp float)
0:153 Function Definition: func3(f1;f1;f1; (global float)
0:153 Function Parameters:
0:153 'i' (in float)
0:153 'j' (in float)
0:153 'k' (noContraction out float)
0:155 Sequence
0:155 move second child to first child (temp float)
0:155 'k' (noContraction out float)
0:155 add (temp float)
0:155 component-wise multiply (temp float)
0:155 'i' (in float)
0:155 'i' (in float)
0:155 'j' (in float)
0:158 Function Definition: main( (global void)
0:158 Function Parameters:
0:160 Sequence
0:160 Sequence
0:160 move second child to first child (temp 3-component vector of float)
0:160 'r' (temp 3-component vector of float)
0:160 Construct vec3 (temp 3-component vector of float)
0:160 component-wise multiply (temp 4-component vector of float)
0:160 'a' (in 4-component vector of float)
0:160 'b' (in 4-component vector of float)
0:161 Sequence
0:161 move second child to first child (temp 3-component vector of float)
0:161 's' (temp 3-component vector of float)
0:161 Construct vec3 (temp 3-component vector of float)
0:161 component-wise multiply (temp 4-component vector of float)
0:161 'c' (in 4-component vector of float)
0:161 'd' (in 4-component vector of float)
0:162 move second child to first child (temp 3-component vector of float)
0:162 vector swizzle (noContraction temp 3-component vector of float)
0:162 'v' (noContraction smooth out 4-component vector of float)
0:162 Sequence
0:162 Constant:
0:162 0 (const int)
0:162 Constant:
0:162 1 (const int)
0:162 Constant:
0:162 2 (const int)
0:162 add (temp 3-component vector of float)
0:162 'r' (temp 3-component vector of float)
0:162 's' (temp 3-component vector of float)
0:163 move second child to first child (temp float)
0:163 direct index (noContraction temp float)
0:163 'v' (noContraction smooth out 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 add (temp float)
0:163 component-wise multiply (temp float)
0:163 direct index (temp float)
0:163 'a' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 direct index (temp float)
0:163 'b' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 component-wise multiply (temp float)
0:163 direct index (temp float)
0:163 'c' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:163 direct index (temp float)
0:163 'd' (in 4-component vector of float)
0:163 Constant:
0:163 3 (const int)
0:164 move second child to first child (temp float)
0:164 direct index (noContraction temp float)
0:164 'v' (noContraction smooth out 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 Function Call: func(f1;f1;f1;f1; (global float)
0:164 direct index (temp float)
0:164 'a' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'b' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'c' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:164 direct index (temp float)
0:164 'd' (in 4-component vector of float)
0:164 Constant:
0:164 0 (const int)
0:166 move second child to first child (temp float)
0:166 direct index (noContraction temp float)
0:166 'v' (noContraction smooth out 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 Function Call: func2(f1;f1;f1;f1; (global float)
0:166 direct index (temp float)
0:166 'a' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'b' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'c' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:166 direct index (temp float)
0:166 'd' (in 4-component vector of float)
0:166 Constant:
0:166 0 (const int)
0:167 Function Call: func3(f1;f1;f1; (global float)
0:167 component-wise multiply (temp float)
0:167 direct index (temp float)
0:167 'a' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (temp float)
0:167 'b' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 component-wise multiply (temp float)
0:167 direct index (temp float)
0:167 'c' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (temp float)
0:167 'd' (in 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:167 direct index (noContraction temp float)
0:167 'v' (noContraction smooth out 4-component vector of float)
0:167 Constant:
0:167 0 (const int)
0:169 Function Call: funcA(I21; (global 4-component vector of float)
0:169 'img1' (layout(rgba32f ) uniform image2D)
0:170 Function Call: funcB(I21; (global 4-component vector of float)
0:170 'img2' (layout(rgba32f ) coherent uniform image2D)
0:? Sequence
0:178 Sequence
0:178 move second child to first child (temp structure{temp float intensity, temp 3-component vector of float position})
0:178 'lightVar' (temp structure{temp float intensity, temp 3-component vector of float position})
0:178 Constant:
0:178 3.000000
0:178 1.000000
0:178 2.000000
0:178 3.000000
0:? Sequence
0:185 Sequence
0:185 move second child to first child (temp 5-element array of float)
0:185 'a' (temp 5-element array of float)
0:185 Construct float (temp 5-element array of float)
0:185 'g' (temp float)
0:185 Constant:
0:185 1.000000
0:185 'g' (temp float)
0:185 Constant:
0:185 2.300000
0:185 'g' (temp float)
0:188 move second child to first child (temp 3-element array of float)
0:188 'b' (temp 3-element array of float)
0:188 Construct float (temp 3-element array of float)
0:188 'g' (temp float)
0:188 add (temp float)
0:188 'g' (temp float)
0:188 Constant:
0:188 1.000000
0:188 add (temp float)
0:188 'g' (temp float)
0:188 Constant:
0:188 2.000000
0:191 Sequence
0:191 Sequence
0:191 move second child to first child (temp 2-element array of 4-component vector of float)
0:191 'b' (temp 2-element array of 4-component vector of float)
0:191 Constant:
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:191 1.000000
0:192 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:192 'b' (temp 2-element array of 4-component vector of float)
0:193 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:193 'b' (temp 2-element array of 4-component vector of float)
0:194 Construct vec4 (temp 3-element array of 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:194 'b' (temp 2-element array of 4-component vector of float)
0:? Linker Objects
0:? 'Coords' (out block{out 4-component vector of float Position, out 2-component vector of float Texture})
0:? 'anon@0' (out block{out 4-component vector of float Color})
0:? '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})
0:? 'normal' (layout(location=3 ) in 4-component vector of float)
0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float)
0:? 'transforms2' (layout(location=9 ) in 2-element array of 4X4 matrix of float)
0:? '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})
0:? 'var1' (smooth out 4-component vector of float)
0:? '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})
0:? 'var5' (smooth out 4-component vector of float)
0:? 'anon@2' (out block{out 4-component vector of float var6})
0:? 'var7' (smooth out 4-component vector of float)
0:? '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})
0:? '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})
0:? 's17' (layout(binding=3 ) uniform sampler2D)
0:? 'a2' (layout(binding=2 offset=4 ) uniform atomic_uint)
0:? 'bar' (layout(binding=2 ) uniform atomic_uint)
0:? 'bar23' (layout(offset=8 ) uniform atomic_uint)
0:? 'b2' (layout(binding=2 ) uniform atomic_uint)
0:? 'c2' (layout(binding=3 ) uniform atomic_uint)
0:? 'd2' (layout(binding=2 ) uniform atomic_uint)
0:? '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})
0:? '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})
0:? 'ColorInv' (smooth out 3-component vector of float)
0:? 'Color4' (invariant centroid smooth out 3-component vector of float)
0:? 'position' (noContraction smooth out 4-component vector of float)
0:? 'Color5' (smooth out 3-component vector of float)
0:? 'a' (in 4-component vector of float)
0:? 'b' (in 4-component vector of float)
0:? 'c' (in 4-component vector of float)
0:? 'd' (in 4-component vector of float)
0:? 'v' (noContraction smooth out 4-component vector of float)
0:? 'anon@6' (layout(column_major shared ) coherent buffer block{layout(column_major shared ) readonly buffer 4-component vector of float member1, layout(column_major shared ) buffer 4-component vector of float member2})
0:? '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})
0:? 'shv' (shared 4-component vector of float)
0:? 'img1' (layout(rgba32f ) uniform image2D)
0:? 'img2' (layout(rgba32f ) coherent uniform image2D)
0:? 'gl_VertexID' (gl_VertexId int VertexId)
0:? 'gl_InstanceID' (gl_InstanceId int InstanceId)