400.frag ERROR: 0:51: 'textureGatherOffsets(...)' : must be a compile-time constant: offsets argument ERROR: 0:55: 'textureGatherOffset(...)' : must be a compile-time constant: component argument ERROR: 0:56: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument ERROR: 0:63: 'location qualifier on input' : not supported for this version or the enabled extensions ERROR: 0:71: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions ERROR: 0:73: 'gl_Color' : identifiers starting with "gl_" are reserved ERROR: 0:74: 'redeclaration' : cannot change qualification of gl_ClipDistance ERROR: 0:76: 'gl_FragCoord' : cannot redeclare after use ERROR: 0:84: 'texel offset' : argument must be compile-time constant ERROR: 0:86: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:86: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:87: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:87: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:90: 'patch' : not supported in this stage: fragment ERROR: 0:91: 'patch' : not supported in this stage: fragment ERROR: 0:91: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output ERROR: 0:106: 'dFdxFine' : required extension not requested: GL_ARB_derivative_control ERROR: 0:107: 'dFdyCoarse' : required extension not requested: GL_ARB_derivative_control ERROR: 0:108: 'fwidthCoarse' : required extension not requested: GL_ARB_derivative_control ERROR: 0:108: 'fwidthFine' : required extension not requested: GL_ARB_derivative_control ERROR: 0:137: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output ERROR: 0:156: 'interpolateAtCentroid' : no matching overloaded function found ERROR: 0:158: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element ERROR: 0:160: 'interpolateAtSample' : no matching overloaded function found ERROR: 0:165: 'interpolateAtOffset' : no matching overloaded function found ERROR: 0:167: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element ERROR: 0:168: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element ERROR: 0:169: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element ERROR: 0:172: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element ERROR: 0:173: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element ERROR: 0:216: 'textureQueryLod' : no matching overloaded function found ERROR: 0:216: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:217: 'textureQueryLod' : no matching overloaded function found ERROR: 0:217: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:230: 'subroutine' : feature not yet implemented ERROR: 0:230: '' : default qualifier requires 'uniform', 'buffer', 'in', 'out' or 'shared' storage qualification ERROR: 0:231: 'subroutine' : feature not yet implemented ERROR: 0:232: 'subroutine' : feature not yet implemented ERROR: 0:234: '' : syntax error, unexpected PRECISE, expecting IDENTIFIER ERROR: 39 compilation errors. No code generated. Shader version: 400 Requested GL_ARB_derivative_control Requested GL_ARB_separate_shader_objects Requested GL_ARB_shader_storage_buffer_object gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:18 Function Definition: atomicOpPass( ( global void) 0:18 Function Parameters: 0:20 Sequence 0:20 Sequence 0:20 move second child to first child ( temp int) 0:20 'origi' ( temp int) 0:20 AtomicAdd ( global int) 0:20 atomi: direct index for structure (layout( column_major shared) buffer int) 0:20 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:20 Constant: 0:20 0 (const uint) 0:20 Constant: 0:20 3 (const int) 0:21 Sequence 0:21 move second child to first child ( temp uint) 0:21 'origu' ( temp uint) 0:21 AtomicAnd ( global uint) 0:21 atomu: direct index for structure (layout( column_major shared) buffer uint) 0:21 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:21 Constant: 0:21 1 (const uint) 0:21 Constant: 0:21 7 (const uint) 0:22 move second child to first child ( temp int) 0:22 'origi' ( temp int) 0:22 AtomicExchange ( global int) 0:22 atomi: direct index for structure (layout( column_major shared) buffer int) 0:22 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:22 Constant: 0:22 0 (const uint) 0:22 Constant: 0:22 4 (const int) 0:23 move second child to first child ( temp uint) 0:23 'origu' ( temp uint) 0:23 AtomicCompSwap ( global uint) 0:23 atomu: direct index for structure (layout( column_major shared) buffer uint) 0:23 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:23 Constant: 0:23 1 (const uint) 0:23 Constant: 0:23 10 (const uint) 0:23 Constant: 0:23 8 (const uint) 0:43 Function Definition: main( ( global void) 0:43 Function Parameters: 0:? Sequence 0:46 move second child to first child ( temp 4-component vector of float) 0:46 'v' ( temp 4-component vector of float) 0:46 texture ( global 4-component vector of float) 0:46 indirect index ( temp sampler2D) 0:46 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:46 'i' ( flat in int) 0:46 'c2D' ( smooth in 2-component vector of float) 0:47 move second child to first child ( temp float) 0:47 direct index ( temp float) 0:47 'outp' ( out 4-component vector of float) 0:47 Constant: 0:47 0 (const int) 0:47 direct index ( smooth temp float ClipDistance) 0:47 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:47 Constant: 0:47 1 (const int) 0:51 Sequence 0:51 move second child to first child ( temp 4-component vector of uint) 0:51 'uv4' ( temp 4-component vector of uint) 0:51 textureGatherOffsets ( global 4-component vector of uint) 0:51 'samp2dr' ( uniform usampler2DRect) 0:51 'c2D' ( smooth in 2-component vector of float) 0:51 'offsets' ( temp 4-element array of 2-component vector of int) 0:51 Constant: 0:51 2 (const int) 0:52 move second child to first child ( temp 4-component vector of uint) 0:52 'uv4' ( temp 4-component vector of uint) 0:52 textureGatherOffsets ( global 4-component vector of uint) 0:52 'samp2dr' ( uniform usampler2DRect) 0:52 'c2D' ( smooth in 2-component vector of float) 0:52 Constant: 0:52 1 (const int) 0:52 2 (const int) 0:52 3 (const int) 0:52 4 (const int) 0:52 15 (const int) 0:52 16 (const int) 0:52 -2 (const int) 0:52 0 (const int) 0:52 Constant: 0:52 2 (const int) 0:53 Sequence 0:53 move second child to first child ( temp 4-component vector of float) 0:53 'v4' ( temp 4-component vector of float) 0:53 textureGather ( global 4-component vector of float) 0:53 direct index ( temp sampler2D) 0:53 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:53 Constant: 0:53 0 (const int) 0:53 'c2D' ( smooth in 2-component vector of float) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'iv4' ( temp 4-component vector of int) 0:54 textureGatherOffset ( global 4-component vector of int) 0:54 'isamp2DA' ( uniform isampler2DArray) 0:54 Constant: 0:54 0.100000 0:54 0.100000 0:54 0.100000 0:54 Constant: 0:54 1 (const int) 0:54 1 (const int) 0:54 Constant: 0:54 3 (const int) 0:55 move second child to first child ( temp 4-component vector of int) 0:55 'iv4' ( temp 4-component vector of int) 0:55 textureGatherOffset ( global 4-component vector of int) 0:55 'isamp2DA' ( uniform isampler2DArray) 0:55 Constant: 0:55 0.100000 0:55 0.100000 0:55 0.100000 0:55 Constant: 0:55 1 (const int) 0:55 1 (const int) 0:55 'i' ( flat in int) 0:56 move second child to first child ( temp 4-component vector of int) 0:56 'iv4' ( temp 4-component vector of int) 0:56 textureGatherOffset ( global 4-component vector of int) 0:56 'isamp2DA' ( uniform isampler2DArray) 0:56 Constant: 0:56 0.100000 0:56 0.100000 0:56 0.100000 0:56 Constant: 0:56 1 (const int) 0:56 1 (const int) 0:56 Constant: 0:56 4 (const int) 0:57 move second child to first child ( temp 4-component vector of int) 0:57 'iv4' ( temp 4-component vector of int) 0:57 textureGatherOffset ( global 4-component vector of int) 0:57 'isamp2DA' ( uniform isampler2DArray) 0:57 Constant: 0:57 0.100000 0:57 0.100000 0:57 0.100000 0:57 Constant: 0:57 1 (const int) 0:57 1 (const int) 0:57 Constant: 0:57 3 (const int) 0:58 move second child to first child ( temp 4-component vector of int) 0:58 'iv4' ( temp 4-component vector of int) 0:58 textureGatherOffset ( global 4-component vector of int) 0:58 'isamp2DA' ( uniform isampler2DArray) 0:58 Constant: 0:58 0.100000 0:58 0.100000 0:58 0.100000 0:58 Construct ivec2 ( temp 2-component vector of int) 0:58 'i' ( flat in int) 0:60 Sequence 0:60 move second child to first child ( temp 4-component vector of float) 0:60 'c' ( temp 4-component vector of float) 0:60 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:80 Function Definition: foo23( ( global void) 0:80 Function Parameters: 0:? Sequence 0:84 textureProjGradOffset ( global float) 0:84 'u2drs' ( uniform sampler2DRectShadow) 0:84 'outp' ( out 4-component vector of float) 0:84 Constant: 0:84 0.000000 0:84 0.000000 0:84 Constant: 0:84 0.000000 0:84 0.000000 0:84 Convert float to int ( temp 2-component vector of int) 0:84 'c2D' ( smooth in 2-component vector of float) 0:85 textureProjGradOffset ( global float) 0:85 'u2drs' ( uniform sampler2DRectShadow) 0:85 'outp' ( out 4-component vector of float) 0:85 Constant: 0:85 0.000000 0:85 0.000000 0:85 Constant: 0:85 0.000000 0:85 0.000000 0:85 Constant: 0:85 3 (const int) 0:85 4 (const int) 0:86 textureProjGradOffset ( global float) 0:86 'u2drs' ( uniform sampler2DRectShadow) 0:86 'outp' ( out 4-component vector of float) 0:86 Constant: 0:86 0.000000 0:86 0.000000 0:86 Constant: 0:86 0.000000 0:86 0.000000 0:86 Constant: 0:86 15 (const int) 0:86 16 (const int) 0:87 textureProjGradOffset ( global float) 0:87 'u2drs' ( uniform sampler2DRectShadow) 0:87 'outp' ( out 4-component vector of float) 0:87 Constant: 0:87 0.000000 0:87 0.000000 0:87 Constant: 0:87 0.000000 0:87 0.000000 0:87 Constant: 0:87 -10 (const int) 0:87 20 (const int) 0:93 Function Definition: foo24( ( global void) 0:93 Function Parameters: 0:? Sequence 0:96 move second child to first child ( temp 3-component vector of double) 0:96 'df' ( temp 3-component vector of double) 0:96 modf ( global 3-component vector of double) 0:96 Convert float to double ( temp 3-component vector of double) 0:96 vector swizzle ( temp 3-component vector of float) 0:96 'outp' ( out 4-component vector of float) 0:96 Sequence 0:96 Constant: 0:96 0 (const int) 0:96 Constant: 0:96 1 (const int) 0:96 Constant: 0:96 2 (const int) 0:96 'di' ( temp 3-component vector of double) 0:104 Function Definition: foodc1( ( global void) 0:104 Function Parameters: 0:106 Sequence 0:106 Sequence 0:106 move second child to first child ( temp 2-component vector of float) 0:106 'v2' ( temp 2-component vector of float) 0:106 dPdxFine ( global 2-component vector of float) 0:106 'in2' ( smooth in 2-component vector of float) 0:107 Sequence 0:107 move second child to first child ( temp 3-component vector of float) 0:107 'v3' ( temp 3-component vector of float) 0:107 dPdyCoarse ( global 3-component vector of float) 0:107 'in3' ( smooth in 3-component vector of float) 0:108 Sequence 0:108 move second child to first child ( temp 4-component vector of float) 0:108 'v4' ( temp 4-component vector of float) 0:108 add ( temp 4-component vector of float) 0:108 fwidthCoarse ( global 4-component vector of float) 0:108 'in4' ( smooth in 4-component vector of float) 0:108 fwidthFine ( global 4-component vector of float) 0:108 'in4' ( smooth in 4-component vector of float) 0:113 Function Definition: foodc2( ( global void) 0:113 Function Parameters: 0:115 Sequence 0:115 Sequence 0:115 move second child to first child ( temp 2-component vector of float) 0:115 'v2' ( temp 2-component vector of float) 0:115 dPdxFine ( global 2-component vector of float) 0:115 'in2' ( smooth in 2-component vector of float) 0:116 Sequence 0:116 move second child to first child ( temp 3-component vector of float) 0:116 'v3' ( temp 3-component vector of float) 0:116 dPdyCoarse ( global 3-component vector of float) 0:116 'in3' ( smooth in 3-component vector of float) 0:117 Sequence 0:117 move second child to first child ( temp 4-component vector of float) 0:117 'v4' ( temp 4-component vector of float) 0:117 add ( temp 4-component vector of float) 0:117 fwidthCoarse ( global 4-component vector of float) 0:117 'in4' ( smooth in 4-component vector of float) 0:117 fwidthFine ( global 4-component vector of float) 0:117 'in4' ( smooth in 4-component vector of float) 0:122 move second child to first child ( temp 2-component vector of float) 0:122 'v2' ( temp 2-component vector of float) 0:122 frexp ( global 2-component vector of float) 0:122 'v2' ( temp 2-component vector of float) 0:122 'i2' ( temp 2-component vector of int) 0:123 move second child to first child ( temp 3-component vector of float) 0:123 'v3' ( temp 3-component vector of float) 0:123 ldexp ( global 3-component vector of float) 0:123 'v3' ( temp 3-component vector of float) 0:123 'i3' ( temp 3-component vector of int) 0:125 move second child to first child ( temp uint) 0:125 'u1' ( temp uint) 0:125 PackUnorm4x8 ( global uint) 0:125 'v4' ( temp 4-component vector of float) 0:126 move second child to first child ( temp uint) 0:126 'u1' ( temp uint) 0:126 PackSnorm4x8 ( global uint) 0:126 'v4' ( temp 4-component vector of float) 0:127 move second child to first child ( temp 4-component vector of float) 0:127 'v4' ( temp 4-component vector of float) 0:127 UnpackUnorm4x8 ( global 4-component vector of float) 0:127 'u1' ( temp uint) 0:128 move second child to first child ( temp 4-component vector of float) 0:128 'v4' ( temp 4-component vector of float) 0:128 UnpackSnorm4x8 ( global 4-component vector of float) 0:128 'u1' ( temp uint) 0:132 move second child to first child ( temp double) 0:132 'd' ( temp double) 0:132 PackDouble2x32 ( global double) 0:132 'u2' ( temp 2-component vector of uint) 0:133 move second child to first child ( temp 2-component vector of uint) 0:133 'u2' ( temp 2-component vector of uint) 0:133 UnpackDouble2x32 ( global 2-component vector of uint) 0:133 'd' ( temp double) 0:150 Function Definition: interp( ( global void) 0:150 Function Parameters: 0:152 Sequence 0:152 interpolateAtCentroid ( global 2-component vector of float) 0:152 'colorfc' ( centroid flat in 2-component vector of float) 0:153 interpolateAtCentroid ( global 4-component vector of float) 0:153 'colorSampIn' ( smooth sample in 4-component vector of float) 0:154 interpolateAtCentroid ( global 4-component vector of float) 0:154 'colorfsi' ( noperspective in 4-component vector of float) 0:155 interpolateAtCentroid ( global float) 0:155 'scalarIn' ( smooth in float) 0:156 Constant: 0:156 0.000000 0:157 interpolateAtCentroid ( global 3-component vector of float) 0:157 direct index ( smooth sample temp 3-component vector of float) 0:157 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:157 Constant: 0:157 2 (const int) 0:158 interpolateAtCentroid ( global 2-component vector of float) 0:158 vector swizzle ( temp 2-component vector of float) 0:158 direct index ( smooth sample temp 3-component vector of float) 0:158 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:158 Constant: 0:158 2 (const int) 0:158 Sequence 0:158 Constant: 0:158 0 (const int) 0:158 Constant: 0:158 1 (const int) 0:160 Constant: 0:160 0.000000 0:161 interpolateAtSample ( global 3-component vector of float) 0:161 indirect index ( smooth sample temp 3-component vector of float) 0:161 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:161 'i' ( flat in int) 0:161 Constant: 0:161 0 (const int) 0:162 interpolateAtSample ( global float) 0:162 x: direct index for structure ( global float) 0:162 's1' ( smooth in structure{ global float x}) 0:162 Constant: 0:162 0 (const int) 0:162 Constant: 0:162 2 (const int) 0:163 interpolateAtSample ( global float) 0:163 'scalarIn' ( smooth in float) 0:163 Constant: 0:163 1 (const int) 0:165 Constant: 0:165 0.000000 0:166 interpolateAtOffset ( global 3-component vector of float) 0:166 direct index ( smooth sample temp 3-component vector of float) 0:166 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:166 Constant: 0:166 2 (const int) 0:166 Constant: 0:166 0.200000 0:166 0.200000 0:167 interpolateAtOffset ( global 2-component vector of float) 0:167 vector swizzle ( temp 2-component vector of float) 0:167 direct index ( smooth sample temp 3-component vector of float) 0:167 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:167 Constant: 0:167 2 (const int) 0:167 Sequence 0:167 Constant: 0:167 0 (const int) 0:167 Constant: 0:167 1 (const int) 0:167 Constant: 0:167 0.200000 0:167 0.200000 0:168 interpolateAtOffset ( global float) 0:168 add ( temp float) 0:168 'scalarIn' ( smooth in float) 0:168 'scalarIn' ( smooth in float) 0:168 Constant: 0:168 0.200000 0:168 0.200000 0:169 interpolateAtOffset ( global float) 0:169 x: direct index for structure ( global float) 0:169 's2' ( sample temp structure{ global float x}) 0:169 Constant: 0:169 0 (const int) 0:169 Constant: 0:169 0.200000 0:169 0.200000 0:172 interpolateAtCentroid ( global float) 0:172 'f' ( temp float) 0:173 interpolateAtSample ( global 4-component vector of float) 0:173 'outp' ( out 4-component vector of float) 0:173 Constant: 0:173 0 (const int) 0:194 Function Definition: qlod( ( global void) 0:194 Function Parameters: 0:? Sequence 0:201 move second child to first child ( temp 2-component vector of float) 0:201 'lod' ( temp 2-component vector of float) 0:201 textureQueryLod ( global 2-component vector of float) 0:201 'samp1D' ( uniform sampler1D) 0:201 'pf' ( temp float) 0:202 move second child to first child ( temp 2-component vector of float) 0:202 'lod' ( temp 2-component vector of float) 0:202 textureQueryLod ( global 2-component vector of float) 0:202 'isamp2D' ( uniform isampler2D) 0:202 'pf2' ( temp 2-component vector of float) 0:203 move second child to first child ( temp 2-component vector of float) 0:203 'lod' ( temp 2-component vector of float) 0:203 textureQueryLod ( global 2-component vector of float) 0:203 'usamp3D' ( uniform usampler3D) 0:203 'pf3' ( temp 3-component vector of float) 0:204 move second child to first child ( temp 2-component vector of float) 0:204 'lod' ( temp 2-component vector of float) 0:204 textureQueryLod ( global 2-component vector of float) 0:204 'sampCube' ( uniform samplerCube) 0:204 'pf3' ( temp 3-component vector of float) 0:205 move second child to first child ( temp 2-component vector of float) 0:205 'lod' ( temp 2-component vector of float) 0:205 textureQueryLod ( global 2-component vector of float) 0:205 'isamp1DA' ( uniform isampler1DArray) 0:205 'pf' ( temp float) 0:206 move second child to first child ( temp 2-component vector of float) 0:206 'lod' ( temp 2-component vector of float) 0:206 textureQueryLod ( global 2-component vector of float) 0:206 'usamp2DA' ( uniform usampler2DArray) 0:206 'pf2' ( temp 2-component vector of float) 0:207 move second child to first child ( temp 2-component vector of float) 0:207 'lod' ( temp 2-component vector of float) 0:207 textureQueryLod ( global 2-component vector of float) 0:207 'isampCubeA' ( uniform isamplerCubeArray) 0:207 'pf3' ( temp 3-component vector of float) 0:209 move second child to first child ( temp 2-component vector of float) 0:209 'lod' ( temp 2-component vector of float) 0:209 textureQueryLod ( global 2-component vector of float) 0:209 'samp1Ds' ( uniform sampler1DShadow) 0:209 'pf' ( temp float) 0:210 move second child to first child ( temp 2-component vector of float) 0:210 'lod' ( temp 2-component vector of float) 0:210 textureQueryLod ( global 2-component vector of float) 0:210 'samp2Ds' ( uniform sampler2DShadow) 0:210 'pf2' ( temp 2-component vector of float) 0:211 move second child to first child ( temp 2-component vector of float) 0:211 'lod' ( temp 2-component vector of float) 0:211 textureQueryLod ( global 2-component vector of float) 0:211 'sampCubes' ( uniform samplerCubeShadow) 0:211 'pf3' ( temp 3-component vector of float) 0:212 move second child to first child ( temp 2-component vector of float) 0:212 'lod' ( temp 2-component vector of float) 0:212 textureQueryLod ( global 2-component vector of float) 0:212 'samp1DAs' ( uniform sampler1DArrayShadow) 0:212 'pf' ( temp float) 0:213 move second child to first child ( temp 2-component vector of float) 0:213 'lod' ( temp 2-component vector of float) 0:213 textureQueryLod ( global 2-component vector of float) 0:213 'samp2DAs' ( uniform sampler2DArrayShadow) 0:213 'pf2' ( temp 2-component vector of float) 0:214 move second child to first child ( temp 2-component vector of float) 0:214 'lod' ( temp 2-component vector of float) 0:214 textureQueryLod ( global 2-component vector of float) 0:214 'sampCubeAs' ( uniform samplerCubeArrayShadow) 0:214 'pf3' ( temp 3-component vector of float) 0:216 'lod' ( temp 2-component vector of float) 0:217 'lod' ( temp 2-component vector of float) 0:223 Function Definition: bitwiseConv( ( global void) 0:223 Function Parameters: 0:225 Sequence 0:225 move second child to first child ( temp uint) 0:225 'iout' ( out uint) 0:225 bitwise and ( temp uint) 0:225 'uu' ( uniform uint) 0:225 Convert int to uint ( temp uint) 0:225 'i' ( flat in int) 0:226 add second child into first child ( temp uint) 0:226 'iout' ( out uint) 0:226 exclusive-or ( temp uint) 0:226 'uu' ( uniform uint) 0:226 Convert int to uint ( temp uint) 0:226 'i' ( flat in int) 0:227 add second child into first child ( temp uint) 0:227 'iout' ( out uint) 0:227 inclusive-or ( temp uint) 0:227 Convert int to uint ( temp uint) 0:227 'i' ( flat in int) 0:227 'uu' ( uniform uint) 0:231 Function Definition: subT1( ( temp float) 0:231 Function Parameters: 0:231 Sequence 0:231 Branch: Return with expression 0:231 Constant: 0:231 1.000000 0:232 Function Definition: subT2( ( temp float) 0:232 Function Parameters: 0:232 Sequence 0:232 Branch: Return with expression 0:232 Constant: 0:232 1.000000 0:? Linker Objects 0:? 'c2D' ( smooth in 2-component vector of float) 0:? 'i' ( flat in int) 0:? 'outp' ( out 4-component vector of float) 0:? 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:? 'samp2dr' ( uniform usampler2DRect) 0:? 'isamp2DA' ( uniform isampler2DArray) 0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:? 'ssboStd430Arr' (layout( column_major shared) buffer 2-element array of block{layout( column_major shared) buffer int member01, layout( column_major shared) buffer 2-element array of int memberArr01, layout( column_major shared) buffer unsized 1-element array of int memberUnsizedArr01}) 0:? 'ssboSharedArr' (layout( column_major shared) buffer 2-element array of block{layout( column_major shared) buffer int member02, layout( column_major shared) buffer 2-element array of int memberArr02, layout( column_major shared) buffer unsized 1-element array of int memberUnsizedArr02}) 0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:? 'vl' (layout( location=4) smooth in 4-component vector of float) 0:? 'vl2' (layout( location=6) smooth in 4-component vector of float) 0:? 'uv3' (layout( location=3) uniform 3-component vector of float) 0:? 'gl_Color' (layout( location=5) smooth in 4-component vector of float) 0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:? 'u2drs' ( uniform sampler2DRectShadow) 0:? 'patchIn' ( smooth patch in 4-component vector of float) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'in1' ( smooth in float) 0:? 'in2' ( smooth in 2-component vector of float) 0:? 'in3' ( smooth in 3-component vector of float) 0:? 'in4' ( smooth in 4-component vector of float) 0:? 'colorSampIn' ( smooth sample in 4-component vector of float) 0:? 'colorSampleBad' ( sample out 4-component vector of float) 0:? 'colorfsi' ( noperspective in 4-component vector of float) 0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:? 'scalarIn' ( smooth in float) 0:? 'colorfc' ( centroid flat in 2-component vector of float) 0:? 's1' ( smooth in structure{ global float x}) 0:? 's2' ( sample temp structure{ global float x}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'isamp2D' ( uniform isampler2D) 0:? 'usamp3D' ( uniform usampler3D) 0:? 'sampCube' ( uniform samplerCube) 0:? 'isamp1DA' ( uniform isampler1DArray) 0:? 'usamp2DA' ( uniform usampler2DArray) 0:? 'isampCubeA' ( uniform isamplerCubeArray) 0:? 'samp1Ds' ( uniform sampler1DShadow) 0:? 'samp2Ds' ( uniform sampler2DShadow) 0:? 'sampCubes' ( uniform samplerCubeShadow) 0:? 'samp1DAs' ( uniform sampler1DArrayShadow) 0:? 'samp2DAs' ( uniform sampler2DArrayShadow) 0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) 0:? 'sampBuf' ( uniform samplerBuffer) 0:? 'sampRect' ( uniform sampler2DRect) 0:? 'uu' ( uniform uint) 0:? 'iout' ( out uint) Linked fragment stage: Shader version: 400 Requested GL_ARB_derivative_control Requested GL_ARB_separate_shader_objects Requested GL_ARB_shader_storage_buffer_object gl_FragCoord pixel center is integer gl_FragCoord origin is upper left ERROR: node is still EOpNull! 0:43 Function Definition: main( ( global void) 0:43 Function Parameters: 0:? Sequence 0:46 move second child to first child ( temp 4-component vector of float) 0:46 'v' ( temp 4-component vector of float) 0:46 texture ( global 4-component vector of float) 0:46 indirect index ( temp sampler2D) 0:46 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:46 'i' ( flat in int) 0:46 'c2D' ( smooth in 2-component vector of float) 0:47 move second child to first child ( temp float) 0:47 direct index ( temp float) 0:47 'outp' ( out 4-component vector of float) 0:47 Constant: 0:47 0 (const int) 0:47 direct index ( smooth temp float ClipDistance) 0:47 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:47 Constant: 0:47 1 (const int) 0:51 Sequence 0:51 move second child to first child ( temp 4-component vector of uint) 0:51 'uv4' ( temp 4-component vector of uint) 0:51 textureGatherOffsets ( global 4-component vector of uint) 0:51 'samp2dr' ( uniform usampler2DRect) 0:51 'c2D' ( smooth in 2-component vector of float) 0:51 'offsets' ( temp 4-element array of 2-component vector of int) 0:51 Constant: 0:51 2 (const int) 0:52 move second child to first child ( temp 4-component vector of uint) 0:52 'uv4' ( temp 4-component vector of uint) 0:52 textureGatherOffsets ( global 4-component vector of uint) 0:52 'samp2dr' ( uniform usampler2DRect) 0:52 'c2D' ( smooth in 2-component vector of float) 0:52 Constant: 0:52 1 (const int) 0:52 2 (const int) 0:52 3 (const int) 0:52 4 (const int) 0:52 15 (const int) 0:52 16 (const int) 0:52 -2 (const int) 0:52 0 (const int) 0:52 Constant: 0:52 2 (const int) 0:53 Sequence 0:53 move second child to first child ( temp 4-component vector of float) 0:53 'v4' ( temp 4-component vector of float) 0:53 textureGather ( global 4-component vector of float) 0:53 direct index ( temp sampler2D) 0:53 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:53 Constant: 0:53 0 (const int) 0:53 'c2D' ( smooth in 2-component vector of float) 0:54 Sequence 0:54 move second child to first child ( temp 4-component vector of int) 0:54 'iv4' ( temp 4-component vector of int) 0:54 textureGatherOffset ( global 4-component vector of int) 0:54 'isamp2DA' ( uniform isampler2DArray) 0:54 Constant: 0:54 0.100000 0:54 0.100000 0:54 0.100000 0:54 Constant: 0:54 1 (const int) 0:54 1 (const int) 0:54 Constant: 0:54 3 (const int) 0:55 move second child to first child ( temp 4-component vector of int) 0:55 'iv4' ( temp 4-component vector of int) 0:55 textureGatherOffset ( global 4-component vector of int) 0:55 'isamp2DA' ( uniform isampler2DArray) 0:55 Constant: 0:55 0.100000 0:55 0.100000 0:55 0.100000 0:55 Constant: 0:55 1 (const int) 0:55 1 (const int) 0:55 'i' ( flat in int) 0:56 move second child to first child ( temp 4-component vector of int) 0:56 'iv4' ( temp 4-component vector of int) 0:56 textureGatherOffset ( global 4-component vector of int) 0:56 'isamp2DA' ( uniform isampler2DArray) 0:56 Constant: 0:56 0.100000 0:56 0.100000 0:56 0.100000 0:56 Constant: 0:56 1 (const int) 0:56 1 (const int) 0:56 Constant: 0:56 4 (const int) 0:57 move second child to first child ( temp 4-component vector of int) 0:57 'iv4' ( temp 4-component vector of int) 0:57 textureGatherOffset ( global 4-component vector of int) 0:57 'isamp2DA' ( uniform isampler2DArray) 0:57 Constant: 0:57 0.100000 0:57 0.100000 0:57 0.100000 0:57 Constant: 0:57 1 (const int) 0:57 1 (const int) 0:57 Constant: 0:57 3 (const int) 0:58 move second child to first child ( temp 4-component vector of int) 0:58 'iv4' ( temp 4-component vector of int) 0:58 textureGatherOffset ( global 4-component vector of int) 0:58 'isamp2DA' ( uniform isampler2DArray) 0:58 Constant: 0:58 0.100000 0:58 0.100000 0:58 0.100000 0:58 Construct ivec2 ( temp 2-component vector of int) 0:58 'i' ( flat in int) 0:60 Sequence 0:60 move second child to first child ( temp 4-component vector of float) 0:60 'c' ( temp 4-component vector of float) 0:60 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:? Linker Objects 0:? 'c2D' ( smooth in 2-component vector of float) 0:? 'i' ( flat in int) 0:? 'outp' ( out 4-component vector of float) 0:? 'arrayedSampler' ( uniform 5-element array of sampler2D) 0:? 'samp2dr' ( uniform usampler2DRect) 0:? 'isamp2DA' ( uniform isampler2DArray) 0:? 'anon@0' (layout( column_major shared) buffer block{layout( column_major shared) buffer int atomi, layout( column_major shared) buffer uint atomu}) 0:? 'ssboStd430Arr' (layout( column_major shared) buffer 2-element array of block{layout( column_major shared) buffer int member01, layout( column_major shared) buffer 2-element array of int memberArr01, layout( column_major shared) buffer unsized 1-element array of int memberUnsizedArr01}) 0:? 'ssboSharedArr' (layout( column_major shared) buffer 2-element array of block{layout( column_major shared) buffer int member02, layout( column_major shared) buffer 2-element array of int memberArr02, layout( column_major shared) buffer unsized 1-element array of int memberUnsizedArr02}) 0:? 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance) 0:? 'vl' (layout( location=4) smooth in 4-component vector of float) 0:? 'vl2' (layout( location=6) smooth in 4-component vector of float) 0:? 'uv3' (layout( location=3) uniform 3-component vector of float) 0:? 'gl_Color' (layout( location=5) smooth in 4-component vector of float) 0:? 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:? 'u2drs' ( uniform sampler2DRectShadow) 0:? 'patchIn' ( smooth patch in 4-component vector of float) 0:? 'patchOut' ( patch out 4-component vector of float) 0:? 'in1' ( smooth in float) 0:? 'in2' ( smooth in 2-component vector of float) 0:? 'in3' ( smooth in 3-component vector of float) 0:? 'in4' ( smooth in 4-component vector of float) 0:? 'colorSampIn' ( smooth sample in 4-component vector of float) 0:? 'colorSampleBad' ( sample out 4-component vector of float) 0:? 'colorfsi' ( noperspective in 4-component vector of float) 0:? 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float) 0:? 'scalarIn' ( smooth in float) 0:? 'colorfc' ( centroid flat in 2-component vector of float) 0:? 's1' ( smooth in structure{ global float x}) 0:? 's2' ( sample temp structure{ global float x}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'isamp2D' ( uniform isampler2D) 0:? 'usamp3D' ( uniform usampler3D) 0:? 'sampCube' ( uniform samplerCube) 0:? 'isamp1DA' ( uniform isampler1DArray) 0:? 'usamp2DA' ( uniform usampler2DArray) 0:? 'isampCubeA' ( uniform isamplerCubeArray) 0:? 'samp1Ds' ( uniform sampler1DShadow) 0:? 'samp2Ds' ( uniform sampler2DShadow) 0:? 'sampCubes' ( uniform samplerCubeShadow) 0:? 'samp1DAs' ( uniform sampler1DArrayShadow) 0:? 'samp2DAs' ( uniform sampler2DArrayShadow) 0:? 'sampCubeAs' ( uniform samplerCubeArrayShadow) 0:? 'sampBuf' ( uniform samplerBuffer) 0:? 'sampRect' ( uniform sampler2DRect) 0:? 'uu' ( uniform uint) 0:? 'iout' ( out uint)