glslang/Test/baseResults/specExamples.vert.out
John Kessenich d3f1122a44 Whole stack: Fix stale types in the AST linker object nodes, fixing #557.
Rationalizes the entire tracking of the linker object nodes, effecting
GLSL, HLSL, and SPIR-V, to allow tracked objects to be fully edited before
their type snapshot for linker objects.

Should only effect things when the rest of the AST contained no reference to
the symbol, because normal AST nodes were not stale. Also will only effect such
objects when their types were edited.
2016-11-05 10:22:33 -06:00

601 lines
32 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:? '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' (noContraction 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:? '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' (noContraction 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)