blob: 41ee29c33040e297007e0b6a071a091754bbd99a [file] [log] [blame]
320.tesc
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4)
ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader
ERROR: 0:24: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:25: 'gl_ClipDistance' : no such field in structure
ERROR: 0:25: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:32: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:33: 'gl_ClipDistance' : no such field in structure
ERROR: 0:33: 'expression' : left of '[' is not of type array, matrix, or vector
ERROR: 0:33: 'assign' : l-value required (can't modify a const)
ERROR: 0:39: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:46: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:51: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:54: '' : tessellation control barrier() cannot be placed within flow control
ERROR: 0:61: '' : tessellation control barrier() cannot be placed after a return from main()
ERROR: 0:64: 'vertices' : can only apply to 'out'
ERROR: 0:65: 'vertices' : cannot change previously set layout value
ERROR: 0:69: '[' : array index out of range '4'
ERROR: 0:71: '' : tessellation control barrier() must be in main()
ERROR: 0:74: 'in' : type must be an array: ina
ERROR: 0:76: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized
ERROR: 0:78: '' : array size required
ERROR: 0:84: 'location' : overlapping use of location 4
ERROR: 0:88: 'location' : overlapping use of location 4
ERROR: 0:98: 'vertices' : can only apply to a standalone qualifier
ERROR: 0:99: 'vertices' : inconsistent output number of vertices for array size of misSized
ERROR: 0:104: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:105: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:123: '[' : array index out of range '2'
ERROR: 0:126: '' : array size required
ERROR: 0:142: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:143: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 0:146: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID
ERROR: 35 compilation errors. No code generated.
Shader version: 320
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp highp int)
0:17 'a' ( temp highp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp highp 4-component vector of float)
0:23 'p' ( temp highp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:23 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 0 (const int)
0:24 Sequence
0:24 move second child to first child ( temp highp float)
0:24 'ps' ( temp highp float)
0:24 gl_PointSize: direct index for structure ( in highp float PointSize)
0:24 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 1 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp float)
0:25 'cd' ( temp highp float)
0:25 Constant:
0:25 0.000000
0:27 Sequence
0:27 move second child to first child ( temp highp int)
0:27 'pvi' ( temp highp int)
0:27 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp highp int)
0:28 'pid' ( temp highp int)
0:28 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'iid' ( temp highp int)
0:29 'gl_InvocationID' ( in highp int InvocationID)
0:31 move second child to first child ( temp highp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:31 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:31 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp highp 4-component vector of float)
0:32 move second child to first child ( temp highp float)
0:32 gl_PointSize: direct index for structure ( out highp float PointSize)
0:32 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:32 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:32 'gl_InvocationID' ( in highp int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp highp float)
0:33 move second child to first child ( temp highp float)
0:33 Constant:
0:33 0.000000
0:33 'cd' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 direct index ( patch temp highp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp highp float)
0:36 direct index ( patch temp highp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp highp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp highp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp highp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp highp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp highp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp highp int)
0:54 false case
0:54 Comma ( temp highp int)
0:54 Barrier ( global void)
0:54 'a' ( temp highp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:67 Function Definition: foo( ( global void)
0:67 Function Parameters:
0:69 Sequence
0:69 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:69 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:69 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:69 Constant:
0:69 4 (const int)
0:69 Constant:
0:69 0 (const int)
0:71 Barrier ( global void)
0:102 Function Definition: pointSize2( ( global void)
0:102 Function Parameters:
0:104 Sequence
0:104 Sequence
0:104 move second child to first child ( temp highp float)
0:104 'ps' ( temp highp float)
0:104 gl_PointSize: direct index for structure ( in highp float PointSize)
0:104 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:104 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:104 Constant:
0:104 1 (const int)
0:104 Constant:
0:104 1 (const int)
0:105 move second child to first child ( temp highp float)
0:105 gl_PointSize: direct index for structure ( out highp float PointSize)
0:105 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:105 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:105 'gl_InvocationID' ( in highp int InvocationID)
0:105 Constant:
0:105 1 (const int)
0:105 'ps' ( temp highp float)
0:110 Function Definition: goodfoop( ( global void)
0:110 Function Parameters:
0:? Sequence
0:114 multiply second child into first child ( temp highp 3-component vector of float)
0:114 'pv3' ( noContraction temp highp 3-component vector of float)
0:114 'pv3' ( noContraction temp highp 3-component vector of float)
0:115 move second child to first child ( temp highp 3-component vector of float)
0:115 'pv3' ( noContraction temp highp 3-component vector of float)
0:115 fma ( global highp 3-component vector of float)
0:115 'pv3' ( noContraction temp highp 3-component vector of float)
0:115 'pv3' ( noContraction temp highp 3-component vector of float)
0:115 'pv3' ( noContraction temp highp 3-component vector of float)
0:116 move second child to first child ( temp highp float)
0:116 'd' ( noContraction temp highp float)
0:116 fma ( global highp float)
0:116 'd' ( noContraction temp highp float)
0:116 'd' ( noContraction temp highp float)
0:116 'd' ( noContraction temp highp float)
0:119 Function Definition: bb( ( global void)
0:119 Function Parameters:
0:121 Sequence
0:121 move second child to first child ( temp highp 4-component vector of float)
0:121 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:121 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:121 Constant:
0:121 0 (const int)
0:121 Constant:
0:121 0.000000
0:121 0.000000
0:121 0.000000
0:121 0.000000
0:122 move second child to first child ( temp highp 4-component vector of float)
0:122 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:122 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:122 Constant:
0:122 1 (const int)
0:122 Constant:
0:122 1.000000
0:122 1.000000
0:122 1.000000
0:122 1.000000
0:123 move second child to first child ( temp highp 4-component vector of float)
0:123 direct index ( patch temp highp 4-component vector of float BoundingBox)
0:123 'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:123 Constant:
0:123 2 (const int)
0:123 Constant:
0:123 2.000000
0:123 2.000000
0:123 2.000000
0:123 2.000000
0:134 Function Definition: outputtingOutparam(i1; ( global void)
0:134 Function Parameters:
0:134 'a' ( out highp int)
0:136 Sequence
0:136 move second child to first child ( temp highp int)
0:136 'a' ( out highp int)
0:136 Constant:
0:136 2 (const int)
0:139 Function Definition: outputting( ( global void)
0:139 Function Parameters:
0:141 Sequence
0:141 move second child to first child ( temp highp int)
0:141 indirect index ( temp highp int)
0:141 'outa' ( out 4-element array of highp int)
0:141 'gl_InvocationID' ( in highp int InvocationID)
0:141 Constant:
0:141 2 (const int)
0:142 move second child to first child ( temp highp int)
0:142 direct index ( temp highp int)
0:142 'outa' ( out 4-element array of highp int)
0:142 Constant:
0:142 1 (const int)
0:142 Constant:
0:142 2 (const int)
0:143 move second child to first child ( temp highp 4-component vector of float)
0:143 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:143 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:143 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:143 Constant:
0:143 0 (const int)
0:143 Constant:
0:143 0 (const int)
0:143 Constant:
0:143 1.000000
0:143 1.000000
0:143 1.000000
0:143 1.000000
0:144 direct index ( temp highp int)
0:144 'outa' ( out 4-element array of highp int)
0:144 Constant:
0:144 1 (const int)
0:145 direct index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:145 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:145 Constant:
0:145 0 (const int)
0:146 Function Call: outputtingOutparam(i1; ( global void)
0:146 direct index ( temp highp int)
0:146 'outa' ( out 4-element array of highp int)
0:146 Constant:
0:146 0 (const int)
0:147 Function Call: outputtingOutparam(i1; ( global void)
0:147 indirect index ( temp highp int)
0:147 'outa' ( out 4-element array of highp int)
0:147 'gl_InvocationID' ( in highp int InvocationID)
0:148 move second child to first child ( temp highp float)
0:148 f: direct index for structure ( out highp float)
0:148 direct index ( patch temp block{ out highp float f})
0:148 'patchIName' ( patch out 4-element array of block{ out highp float f})
0:148 Constant:
0:148 1 (const int)
0:148 Constant:
0:148 0 (const int)
0:148 Constant:
0:148 3.140000
0:149 move second child to first child ( temp highp int)
0:149 indirect index ( temp highp int)
0:149 'outa' ( out 4-element array of highp int)
0:149 'gl_InvocationID' ( in highp int InvocationID)
0:149 Constant:
0:149 2 (const int)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out unsized 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out unsized 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})
Linked tessellation control stage:
Shader version: 320
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:13 Function Definition: main( ( global void)
0:13 Function Parameters:
0:15 Sequence
0:15 Barrier ( global void)
0:17 Sequence
0:17 move second child to first child ( temp highp int)
0:17 'a' ( temp highp int)
0:17 Constant:
0:17 5392 (const int)
0:23 Sequence
0:23 move second child to first child ( temp highp 4-component vector of float)
0:23 'p' ( temp highp 4-component vector of float)
0:23 gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:23 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23 Constant:
0:23 1 (const int)
0:23 Constant:
0:23 0 (const int)
0:24 Sequence
0:24 move second child to first child ( temp highp float)
0:24 'ps' ( temp highp float)
0:24 gl_PointSize: direct index for structure ( in highp float PointSize)
0:24 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24 Constant:
0:24 1 (const int)
0:24 Constant:
0:24 1 (const int)
0:25 Sequence
0:25 move second child to first child ( temp highp float)
0:25 'cd' ( temp highp float)
0:25 Constant:
0:25 0.000000
0:27 Sequence
0:27 move second child to first child ( temp highp int)
0:27 'pvi' ( temp highp int)
0:27 'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:28 Sequence
0:28 move second child to first child ( temp highp int)
0:28 'pid' ( temp highp int)
0:28 'gl_PrimitiveID' ( in highp int PrimitiveID)
0:29 Sequence
0:29 move second child to first child ( temp highp int)
0:29 'iid' ( temp highp int)
0:29 'gl_InvocationID' ( in highp int InvocationID)
0:31 move second child to first child ( temp highp 4-component vector of float)
0:31 gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:31 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:31 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:31 'gl_InvocationID' ( in highp int InvocationID)
0:31 Constant:
0:31 0 (const int)
0:31 'p' ( temp highp 4-component vector of float)
0:32 move second child to first child ( temp highp float)
0:32 gl_PointSize: direct index for structure ( out highp float PointSize)
0:32 indirect index ( temp block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:32 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:32 'gl_InvocationID' ( in highp int InvocationID)
0:32 Constant:
0:32 1 (const int)
0:32 'ps' ( temp highp float)
0:33 move second child to first child ( temp highp float)
0:33 Constant:
0:33 0.000000
0:33 'cd' ( temp highp float)
0:35 move second child to first child ( temp highp float)
0:35 direct index ( patch temp highp float TessLevelOuter)
0:35 'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:35 Constant:
0:35 3 (const int)
0:35 Constant:
0:35 3.200000
0:36 move second child to first child ( temp highp float)
0:36 direct index ( patch temp highp float TessLevelInner)
0:36 'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:36 Constant:
0:36 1 (const int)
0:36 Constant:
0:36 1.300000
0:38 Test condition and select ( temp void)
0:38 Condition
0:38 Compare Greater Than ( temp bool)
0:38 'a' ( temp highp int)
0:38 Constant:
0:38 10 (const int)
0:38 true case
0:39 Barrier ( global void)
0:38 false case
0:41 Barrier ( global void)
0:43 Barrier ( global void)
0:47 Loop with condition not tested first
0:47 Loop Condition
0:47 Compare Greater Than ( temp bool)
0:47 'a' ( temp highp int)
0:47 Constant:
0:47 10 (const int)
0:47 Loop Body
0:46 Sequence
0:46 Barrier ( global void)
0:49 switch
0:49 condition
0:49 'a' ( temp highp int)
0:49 body
0:49 Sequence
0:50 default:
0:? Sequence
0:51 Barrier ( global void)
0:52 Branch: Break
0:54 Test condition and select ( temp highp int)
0:54 Condition
0:54 Compare Less Than ( temp bool)
0:54 'a' ( temp highp int)
0:54 Constant:
0:54 12 (const int)
0:54 true case
0:54 'a' ( temp highp int)
0:54 false case
0:54 Comma ( temp highp int)
0:54 Barrier ( global void)
0:54 'a' ( temp highp int)
0:56 Sequence
0:56 Barrier ( global void)
0:59 Branch: Return
0:61 Barrier ( global void)
0:? Linker Objects
0:? 'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position, out highp float PointSize gl_PointSize})
0:? 'outa' ( out 4-element array of highp int)
0:? 'patchIn' ( patch in highp 4-component vector of float)
0:? 'patchOut' ( patch out highp 4-component vector of float)
0:? 'ina' ( in highp 2-component vector of float)
0:? 'inb' ( in 32-element array of highp 2-component vector of float)
0:? 'inc' ( in 32-element array of highp 2-component vector of float)
0:? 'ind' ( in 32-element array of highp 2-component vector of float)
0:? 'implA' ( patch out 1-element array of highp float)
0:? 'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:? 'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:? 'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:? 'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:? 'pinbi' ( patch out block{ out highp int a})
0:? 'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:? 'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:? 'badlay' ( out 4-element array of highp float)
0:? 'misSized' ( out 5-element array of highp float)
0:? 'okaySize' ( out 4-element array of highp float)
0:? 'pv3' ( noContraction temp highp 3-component vector of float)
0:? 'badpatchIName' ( patch out 1-element array of block{ out highp float f})
0:? 'patchIName' ( patch out 4-element array of block{ out highp float f})