blob: 443b1024162ce86fe355264629e7be1f073a8754 [file] [log] [blame]
400.frag
ERROR: 0:18: 'textureGatherOffsets(...)' : must be a compile-time constant: offsets argument
ERROR: 0:22: 'textureGatherOffset(...)' : must be a compile-time constant: component argument
ERROR: 0:23: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument
ERROR: 0:30: 'location qualifier on input' : not supported for this version or the enabled extensions
ERROR: 0:38: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions
ERROR: 0:40: 'redeclaration' : cannot apply layout qualifier to gl_Color
ERROR: 0:41: 'redeclaration' : cannot change qualification of gl_ClipDistance
ERROR: 0:43: 'gl_FragCoord' : cannot redeclare after use
ERROR: 0:51: 'texel offset' : argument must be compile-time constant
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:57: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output
ERROR: 0:73: 'dFdxFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:74: 'dFdyCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:104: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output
ERROR: 0:123: 'interpolateAtCentroid' : no matching overloaded function found
ERROR: 0:125: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:127: 'interpolateAtSample' : no matching overloaded function found
ERROR: 0:132: 'interpolateAtOffset' : no matching overloaded function found
ERROR: 0:134: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:135: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:136: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:139: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:140: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element
ERROR: 0:183: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:183: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:184: 'textureQueryLod' : no matching overloaded function found
ERROR: 0:184: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:197: 'subroutine' : feature not yet implemented
ERROR: 0:197: '' : default qualifier requires 'uniform', 'buffer', 'in', or 'out' storage qualification
ERROR: 0:198: 'subroutine' : feature not yet implemented
ERROR: 0:199: 'subroutine' : feature not yet implemented
ERROR: 0:201: '' : 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
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v' ( temp 4-component vector of float)
0:13 texture ( global 4-component vector of float)
0:13 indirect index ( temp sampler2D)
0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13 'i' ( flat in int)
0:13 'c2D' ( smooth in 2-component vector of float)
0:14 move second child to first child ( temp float)
0:14 direct index ( temp float)
0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( smooth temp float ClipDistance)
0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of uint)
0:18 'uv4' ( temp 4-component vector of uint)
0:18 textureGatherOffsets ( global 4-component vector of uint)
0:18 'samp2dr' ( uniform usampler2DRect)
0:18 'c2D' ( smooth in 2-component vector of float)
0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
0:19 move second child to first child ( temp 4-component vector of uint)
0:19 'uv4' ( temp 4-component vector of uint)
0:19 textureGatherOffsets ( global 4-component vector of uint)
0:19 'samp2dr' ( uniform usampler2DRect)
0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
0:19 3 (const int)
0:19 4 (const int)
0:19 15 (const int)
0:19 16 (const int)
0:19 -2 (const int)
0:19 0 (const int)
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'v4' ( temp 4-component vector of float)
0:20 textureGather ( global 4-component vector of float)
0:20 direct index ( temp sampler2D)
0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of int)
0:21 'iv4' ( temp 4-component vector of int)
0:21 textureGatherOffset ( global 4-component vector of int)
0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
0:21 0.100000
0:21 Constant:
0:21 1 (const int)
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:22 move second child to first child ( temp 4-component vector of int)
0:22 'iv4' ( temp 4-component vector of int)
0:22 textureGatherOffset ( global 4-component vector of int)
0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
0:22 0.100000
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
0:22 'i' ( flat in int)
0:23 move second child to first child ( temp 4-component vector of int)
0:23 'iv4' ( temp 4-component vector of int)
0:23 textureGatherOffset ( global 4-component vector of int)
0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
0:23 0.100000
0:23 Constant:
0:23 1 (const int)
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'iv4' ( temp 4-component vector of int)
0:24 textureGatherOffset ( global 4-component vector of int)
0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
0:24 0.100000
0:24 Constant:
0:24 1 (const int)
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:25 move second child to first child ( temp 4-component vector of int)
0:25 'iv4' ( temp 4-component vector of int)
0:25 textureGatherOffset ( global 4-component vector of int)
0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
0:25 Construct ivec2 ( temp 2-component vector of int)
0:25 'i' ( flat in int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'c' ( temp 4-component vector of float)
0:27 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:47 Function Definition: foo23( ( global void)
0:47 Function Parameters:
0:? Sequence
0:51 textureProjGradOffset ( global float)
0:51 'u2drs' ( uniform sampler2DRectShadow)
0:51 'outp' ( out 4-component vector of float)
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 Constant:
0:51 0.000000
0:51 0.000000
0:51 Convert float to int ( temp 2-component vector of int)
0:51 'c2D' ( smooth in 2-component vector of float)
0:52 textureProjGradOffset ( global float)
0:52 'u2drs' ( uniform sampler2DRectShadow)
0:52 'outp' ( out 4-component vector of float)
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 Constant:
0:52 0.000000
0:52 0.000000
0:52 Constant:
0:52 3 (const int)
0:52 4 (const int)
0:53 textureProjGradOffset ( global float)
0:53 'u2drs' ( uniform sampler2DRectShadow)
0:53 'outp' ( out 4-component vector of float)
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 Constant:
0:53 0.000000
0:53 0.000000
0:53 Constant:
0:53 15 (const int)
0:53 16 (const int)
0:54 textureProjGradOffset ( global float)
0:54 'u2drs' ( uniform sampler2DRectShadow)
0:54 'outp' ( out 4-component vector of float)
0:54 Constant:
0:54 0.000000
0:54 0.000000
0:54 Constant:
0:54 0.000000
0:54 0.000000
0:54 Constant:
0:54 -10 (const int)
0:54 20 (const int)
0:60 Function Definition: foo24( ( global void)
0:60 Function Parameters:
0:? Sequence
0:63 move second child to first child ( temp 3-component vector of double)
0:63 'df' ( temp 3-component vector of double)
0:63 modf ( global 3-component vector of double)
0:63 Convert float to double ( temp 3-component vector of double)
0:63 vector swizzle ( temp 3-component vector of float)
0:63 'outp' ( out 4-component vector of float)
0:63 Sequence
0:63 Constant:
0:63 0 (const int)
0:63 Constant:
0:63 1 (const int)
0:63 Constant:
0:63 2 (const int)
0:63 'di' ( temp 3-component vector of double)
0:71 Function Definition: foodc1( ( global void)
0:71 Function Parameters:
0:73 Sequence
0:73 Sequence
0:73 move second child to first child ( temp 2-component vector of float)
0:73 'v2' ( temp 2-component vector of float)
0:73 dPdxFine ( global 2-component vector of float)
0:73 'in2' ( smooth in 2-component vector of float)
0:74 Sequence
0:74 move second child to first child ( temp 3-component vector of float)
0:74 'v3' ( temp 3-component vector of float)
0:74 dPdyCoarse ( global 3-component vector of float)
0:74 'in3' ( smooth in 3-component vector of float)
0:75 Sequence
0:75 move second child to first child ( temp 4-component vector of float)
0:75 'v4' ( temp 4-component vector of float)
0:75 add ( temp 4-component vector of float)
0:75 fwidthCoarse ( global 4-component vector of float)
0:75 'in4' ( smooth in 4-component vector of float)
0:75 fwidthFine ( global 4-component vector of float)
0:75 'in4' ( smooth in 4-component vector of float)
0:80 Function Definition: foodc2( ( global void)
0:80 Function Parameters:
0:82 Sequence
0:82 Sequence
0:82 move second child to first child ( temp 2-component vector of float)
0:82 'v2' ( temp 2-component vector of float)
0:82 dPdxFine ( global 2-component vector of float)
0:82 'in2' ( smooth in 2-component vector of float)
0:83 Sequence
0:83 move second child to first child ( temp 3-component vector of float)
0:83 'v3' ( temp 3-component vector of float)
0:83 dPdyCoarse ( global 3-component vector of float)
0:83 'in3' ( smooth in 3-component vector of float)
0:84 Sequence
0:84 move second child to first child ( temp 4-component vector of float)
0:84 'v4' ( temp 4-component vector of float)
0:84 add ( temp 4-component vector of float)
0:84 fwidthCoarse ( global 4-component vector of float)
0:84 'in4' ( smooth in 4-component vector of float)
0:84 fwidthFine ( global 4-component vector of float)
0:84 'in4' ( smooth in 4-component vector of float)
0:89 move second child to first child ( temp 2-component vector of float)
0:89 'v2' ( temp 2-component vector of float)
0:89 frexp ( global 2-component vector of float)
0:89 'v2' ( temp 2-component vector of float)
0:89 'i2' ( temp 2-component vector of int)
0:90 move second child to first child ( temp 3-component vector of float)
0:90 'v3' ( temp 3-component vector of float)
0:90 ldexp ( global 3-component vector of float)
0:90 'v3' ( temp 3-component vector of float)
0:90 'i3' ( temp 3-component vector of int)
0:92 move second child to first child ( temp uint)
0:92 'u1' ( temp uint)
0:92 PackUnorm4x8 ( global uint)
0:92 'v4' ( temp 4-component vector of float)
0:93 move second child to first child ( temp uint)
0:93 'u1' ( temp uint)
0:93 PackSnorm4x8 ( global uint)
0:93 'v4' ( temp 4-component vector of float)
0:94 move second child to first child ( temp 4-component vector of float)
0:94 'v4' ( temp 4-component vector of float)
0:94 UnpackUnorm4x8 ( global 4-component vector of float)
0:94 'u1' ( temp uint)
0:95 move second child to first child ( temp 4-component vector of float)
0:95 'v4' ( temp 4-component vector of float)
0:95 UnpackSnorm4x8 ( global 4-component vector of float)
0:95 'u1' ( temp uint)
0:99 move second child to first child ( temp double)
0:99 'd' ( temp double)
0:99 PackDouble2x32 ( global double)
0:99 'u2' ( temp 2-component vector of uint)
0:100 move second child to first child ( temp 2-component vector of uint)
0:100 'u2' ( temp 2-component vector of uint)
0:100 UnpackDouble2x32 ( global 2-component vector of uint)
0:100 'd' ( temp double)
0:117 Function Definition: interp( ( global void)
0:117 Function Parameters:
0:119 Sequence
0:119 interpolateAtCentroid ( global 2-component vector of float)
0:119 'colorfc' ( centroid flat in 2-component vector of float)
0:120 interpolateAtCentroid ( global 4-component vector of float)
0:120 'colorSampIn' ( smooth sample in 4-component vector of float)
0:121 interpolateAtCentroid ( global 4-component vector of float)
0:121 'colorfsi' ( noperspective in 4-component vector of float)
0:122 interpolateAtCentroid ( global float)
0:122 'scalarIn' ( smooth in float)
0:123 Constant:
0:123 0.000000
0:124 interpolateAtCentroid ( global 3-component vector of float)
0:124 direct index ( smooth sample temp 3-component vector of float)
0:124 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:124 Constant:
0:124 2 (const int)
0:125 interpolateAtCentroid ( global 2-component vector of float)
0:125 vector swizzle ( temp 2-component vector of float)
0:125 direct index ( smooth sample temp 3-component vector of float)
0:125 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:125 Constant:
0:125 2 (const int)
0:125 Sequence
0:125 Constant:
0:125 0 (const int)
0:125 Constant:
0:125 1 (const int)
0:127 Constant:
0:127 0.000000
0:128 interpolateAtSample ( global 3-component vector of float)
0:128 indirect index ( smooth sample temp 3-component vector of float)
0:128 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:128 'i' ( flat in int)
0:128 Constant:
0:128 0 (const int)
0:129 interpolateAtSample ( global float)
0:129 x: direct index for structure ( global float)
0:129 's1' ( smooth in structure{ global float x})
0:129 Constant:
0:129 0 (const int)
0:129 Constant:
0:129 2 (const int)
0:130 interpolateAtSample ( global float)
0:130 'scalarIn' ( smooth in float)
0:130 Constant:
0:130 1 (const int)
0:132 Constant:
0:132 0.000000
0:133 interpolateAtOffset ( global 3-component vector of float)
0:133 direct index ( smooth sample temp 3-component vector of float)
0:133 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:133 Constant:
0:133 2 (const int)
0:133 Constant:
0:133 0.200000
0:133 0.200000
0:134 interpolateAtOffset ( global 2-component vector of float)
0:134 vector swizzle ( temp 2-component vector of float)
0:134 direct index ( smooth sample temp 3-component vector of float)
0:134 'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:134 Constant:
0:134 2 (const int)
0:134 Sequence
0:134 Constant:
0:134 0 (const int)
0:134 Constant:
0:134 1 (const int)
0:134 Constant:
0:134 0.200000
0:134 0.200000
0:135 interpolateAtOffset ( global float)
0:135 add ( temp float)
0:135 'scalarIn' ( smooth in float)
0:135 'scalarIn' ( smooth in float)
0:135 Constant:
0:135 0.200000
0:135 0.200000
0:136 interpolateAtOffset ( global float)
0:136 x: direct index for structure ( global float)
0:136 's2' ( sample temp structure{ global float x})
0:136 Constant:
0:136 0 (const int)
0:136 Constant:
0:136 0.200000
0:136 0.200000
0:139 interpolateAtCentroid ( global float)
0:139 'f' ( temp float)
0:140 interpolateAtSample ( global 4-component vector of float)
0:140 'outp' ( out 4-component vector of float)
0:140 Constant:
0:140 0 (const int)
0:161 Function Definition: qlod( ( global void)
0:161 Function Parameters:
0:? Sequence
0:168 move second child to first child ( temp 2-component vector of float)
0:168 'lod' ( temp 2-component vector of float)
0:168 textureQueryLod ( global 2-component vector of float)
0:168 'samp1D' ( uniform sampler1D)
0:168 'pf' ( temp float)
0:169 move second child to first child ( temp 2-component vector of float)
0:169 'lod' ( temp 2-component vector of float)
0:169 textureQueryLod ( global 2-component vector of float)
0:169 'isamp2D' ( uniform isampler2D)
0:169 'pf2' ( temp 2-component vector of float)
0:170 move second child to first child ( temp 2-component vector of float)
0:170 'lod' ( temp 2-component vector of float)
0:170 textureQueryLod ( global 2-component vector of float)
0:170 'usamp3D' ( uniform usampler3D)
0:170 'pf3' ( temp 3-component vector of float)
0:171 move second child to first child ( temp 2-component vector of float)
0:171 'lod' ( temp 2-component vector of float)
0:171 textureQueryLod ( global 2-component vector of float)
0:171 'sampCube' ( uniform samplerCube)
0:171 'pf3' ( temp 3-component vector of float)
0:172 move second child to first child ( temp 2-component vector of float)
0:172 'lod' ( temp 2-component vector of float)
0:172 textureQueryLod ( global 2-component vector of float)
0:172 'isamp1DA' ( uniform isampler1DArray)
0:172 'pf' ( temp float)
0:173 move second child to first child ( temp 2-component vector of float)
0:173 'lod' ( temp 2-component vector of float)
0:173 textureQueryLod ( global 2-component vector of float)
0:173 'usamp2DA' ( uniform usampler2DArray)
0:173 'pf2' ( temp 2-component vector of float)
0:174 move second child to first child ( temp 2-component vector of float)
0:174 'lod' ( temp 2-component vector of float)
0:174 textureQueryLod ( global 2-component vector of float)
0:174 'isampCubeA' ( uniform isamplerCubeArray)
0:174 'pf3' ( temp 3-component vector of float)
0:176 move second child to first child ( temp 2-component vector of float)
0:176 'lod' ( temp 2-component vector of float)
0:176 textureQueryLod ( global 2-component vector of float)
0:176 'samp1Ds' ( uniform sampler1DShadow)
0:176 'pf' ( temp float)
0:177 move second child to first child ( temp 2-component vector of float)
0:177 'lod' ( temp 2-component vector of float)
0:177 textureQueryLod ( global 2-component vector of float)
0:177 'samp2Ds' ( uniform sampler2DShadow)
0:177 'pf2' ( temp 2-component vector of float)
0:178 move second child to first child ( temp 2-component vector of float)
0:178 'lod' ( temp 2-component vector of float)
0:178 textureQueryLod ( global 2-component vector of float)
0:178 'sampCubes' ( uniform samplerCubeShadow)
0:178 'pf3' ( temp 3-component vector of float)
0:179 move second child to first child ( temp 2-component vector of float)
0:179 'lod' ( temp 2-component vector of float)
0:179 textureQueryLod ( global 2-component vector of float)
0:179 'samp1DAs' ( uniform sampler1DArrayShadow)
0:179 'pf' ( temp float)
0:180 move second child to first child ( temp 2-component vector of float)
0:180 'lod' ( temp 2-component vector of float)
0:180 textureQueryLod ( global 2-component vector of float)
0:180 'samp2DAs' ( uniform sampler2DArrayShadow)
0:180 'pf2' ( temp 2-component vector of float)
0:181 move second child to first child ( temp 2-component vector of float)
0:181 'lod' ( temp 2-component vector of float)
0:181 textureQueryLod ( global 2-component vector of float)
0:181 'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:181 'pf3' ( temp 3-component vector of float)
0:183 'lod' ( temp 2-component vector of float)
0:184 'lod' ( temp 2-component vector of float)
0:190 Function Definition: bitwiseConv( ( global void)
0:190 Function Parameters:
0:192 Sequence
0:192 move second child to first child ( temp uint)
0:192 'iout' ( out uint)
0:192 bitwise and ( temp uint)
0:192 'uu' ( uniform uint)
0:192 Convert int to uint ( temp uint)
0:192 'i' ( flat in int)
0:193 add second child into first child ( temp uint)
0:193 'iout' ( out uint)
0:193 exclusive-or ( temp uint)
0:193 'uu' ( uniform uint)
0:193 Convert int to uint ( temp uint)
0:193 'i' ( flat in int)
0:194 add second child into first child ( temp uint)
0:194 'iout' ( out uint)
0:194 inclusive-or ( temp uint)
0:194 Convert int to uint ( temp uint)
0:194 'i' ( flat in int)
0:194 'uu' ( uniform uint)
0:198 Function Definition: subT1( ( temp float)
0:198 Function Parameters:
0:198 Sequence
0:198 Branch: Return with expression
0:198 Constant:
0:198 1.000000
0:199 Function Definition: subT2( ( temp float)
0:199 Function Parameters:
0:199 Sequence
0:199 Branch: Return with expression
0:199 Constant:
0:199 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:? '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:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in implicitly-sized array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
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
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10 Function Definition: main( ( global void)
0:10 Function Parameters:
0:? Sequence
0:13 move second child to first child ( temp 4-component vector of float)
0:13 'v' ( temp 4-component vector of float)
0:13 texture ( global 4-component vector of float)
0:13 indirect index ( temp sampler2D)
0:13 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13 'i' ( flat in int)
0:13 'c2D' ( smooth in 2-component vector of float)
0:14 move second child to first child ( temp float)
0:14 direct index ( temp float)
0:14 'outp' ( out 4-component vector of float)
0:14 Constant:
0:14 0 (const int)
0:14 direct index ( smooth temp float ClipDistance)
0:14 'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14 Constant:
0:14 1 (const int)
0:18 Sequence
0:18 move second child to first child ( temp 4-component vector of uint)
0:18 'uv4' ( temp 4-component vector of uint)
0:18 textureGatherOffsets ( global 4-component vector of uint)
0:18 'samp2dr' ( uniform usampler2DRect)
0:18 'c2D' ( smooth in 2-component vector of float)
0:18 'offsets' ( temp 4-element array of 2-component vector of int)
0:18 Constant:
0:18 2 (const int)
0:19 move second child to first child ( temp 4-component vector of uint)
0:19 'uv4' ( temp 4-component vector of uint)
0:19 textureGatherOffsets ( global 4-component vector of uint)
0:19 'samp2dr' ( uniform usampler2DRect)
0:19 'c2D' ( smooth in 2-component vector of float)
0:19 Constant:
0:19 1 (const int)
0:19 2 (const int)
0:19 3 (const int)
0:19 4 (const int)
0:19 15 (const int)
0:19 16 (const int)
0:19 -2 (const int)
0:19 0 (const int)
0:19 Constant:
0:19 2 (const int)
0:20 Sequence
0:20 move second child to first child ( temp 4-component vector of float)
0:20 'v4' ( temp 4-component vector of float)
0:20 textureGather ( global 4-component vector of float)
0:20 direct index ( temp sampler2D)
0:20 'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20 Constant:
0:20 0 (const int)
0:20 'c2D' ( smooth in 2-component vector of float)
0:21 Sequence
0:21 move second child to first child ( temp 4-component vector of int)
0:21 'iv4' ( temp 4-component vector of int)
0:21 textureGatherOffset ( global 4-component vector of int)
0:21 'isamp2DA' ( uniform isampler2DArray)
0:21 Constant:
0:21 0.100000
0:21 0.100000
0:21 0.100000
0:21 Constant:
0:21 1 (const int)
0:21 1 (const int)
0:21 Constant:
0:21 3 (const int)
0:22 move second child to first child ( temp 4-component vector of int)
0:22 'iv4' ( temp 4-component vector of int)
0:22 textureGatherOffset ( global 4-component vector of int)
0:22 'isamp2DA' ( uniform isampler2DArray)
0:22 Constant:
0:22 0.100000
0:22 0.100000
0:22 0.100000
0:22 Constant:
0:22 1 (const int)
0:22 1 (const int)
0:22 'i' ( flat in int)
0:23 move second child to first child ( temp 4-component vector of int)
0:23 'iv4' ( temp 4-component vector of int)
0:23 textureGatherOffset ( global 4-component vector of int)
0:23 'isamp2DA' ( uniform isampler2DArray)
0:23 Constant:
0:23 0.100000
0:23 0.100000
0:23 0.100000
0:23 Constant:
0:23 1 (const int)
0:23 1 (const int)
0:23 Constant:
0:23 4 (const int)
0:24 move second child to first child ( temp 4-component vector of int)
0:24 'iv4' ( temp 4-component vector of int)
0:24 textureGatherOffset ( global 4-component vector of int)
0:24 'isamp2DA' ( uniform isampler2DArray)
0:24 Constant:
0:24 0.100000
0:24 0.100000
0:24 0.100000
0:24 Constant:
0:24 1 (const int)
0:24 1 (const int)
0:24 Constant:
0:24 3 (const int)
0:25 move second child to first child ( temp 4-component vector of int)
0:25 'iv4' ( temp 4-component vector of int)
0:25 textureGatherOffset ( global 4-component vector of int)
0:25 'isamp2DA' ( uniform isampler2DArray)
0:25 Constant:
0:25 0.100000
0:25 0.100000
0:25 0.100000
0:25 Construct ivec2 ( temp 2-component vector of int)
0:25 'i' ( flat in int)
0:27 Sequence
0:27 move second child to first child ( temp 4-component vector of float)
0:27 'c' ( temp 4-component vector of float)
0:27 '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:? '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:? 'anon@0' ( in block{ in float FogFragCoord gl_FogFragCoord, in 1-element array of 4-component vector of float TexCoord gl_TexCoord, smooth in 4-component vector of float Color gl_Color, in 4-component vector of float SecondaryColor gl_SecondaryColor})
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)