400.tesc Warning, version 400 is not yet complete; some version-specific features are present, but many are missing. ERROR: 0:4: 'length' : array must be declared with a size before using this method ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignemnt (e.g., binding = 4) ERROR: 4 compilation errors. No code generated. vertices = 4 ERROR: node is still EOpNull! 0:11 Function Definition: main( (void) 0:11 Function Parameters: 0:13 Sequence 0:13 Barrier (void) 0:15 Sequence 0:15 move second child to first child (int) 0:15 'a' (int) 0:15 Constant: 0:15 5392 (const int) 0:21 Sequence 0:21 move second child to first child (4-component vector of float) 0:21 'p' (4-component vector of float) 0:21 gl_Position: direct index for structure (4-component vector of float) 0:21 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:21 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:21 Constant: 0:21 1 (const int) 0:21 Constant: 0:21 0 (const int) 0:22 Sequence 0:22 move second child to first child (float) 0:22 'ps' (float) 0:22 gl_PointSize: direct index for structure (float) 0:22 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:22 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:22 Constant: 0:22 1 (const int) 0:22 Constant: 0:22 1 (const int) 0:23 Sequence 0:23 move second child to first child (float) 0:23 'cd' (float) 0:23 direct index (float) 0:23 gl_ClipDistance: direct index for structure (unsized array of float) 0:23 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:23 'gl_in' (in 32-element array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:23 Constant: 0:23 1 (const int) 0:23 Constant: 0:23 2 (const int) 0:23 Constant: 0:23 2 (const int) 0:25 Sequence 0:25 move second child to first child (int) 0:25 'pvi' (int) 0:25 'gl_PatchVerticesIn' (in int) 0:26 Sequence 0:26 move second child to first child (int) 0:26 'pid' (int) 0:26 'gl_PrimitiveID' (in int) 0:27 Sequence 0:27 move second child to first child (int) 0:27 'iid' (int) 0:27 'gl_InvocationID' (in int) 0:29 move second child to first child (4-component vector of float) 0:29 gl_Position: direct index for structure (4-component vector of float) 0:29 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:29 'gl_out' (out unsized array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:29 Constant: 0:29 1 (const int) 0:29 Constant: 0:29 0 (const int) 0:29 'p' (4-component vector of float) 0:30 move second child to first child (float) 0:30 gl_PointSize: direct index for structure (float) 0:30 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:30 'gl_out' (out unsized array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:30 Constant: 0:30 1 (const int) 0:30 Constant: 0:30 1 (const int) 0:30 'ps' (float) 0:31 move second child to first child (float) 0:31 direct index (float) 0:31 gl_ClipDistance: direct index for structure (unsized array of float) 0:31 direct index (block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:31 'gl_out' (out unsized array of block{gl_Position,gl_PointSize,gl_ClipDistance}) 0:31 Constant: 0:31 1 (const int) 0:31 Constant: 0:31 2 (const int) 0:31 Constant: 0:31 1 (const int) 0:31 'cd' (float) 0:33 move second child to first child (float) 0:33 direct index (patch float) 0:33 'gl_TessLevelOuter' (patch out 4-element array of float) 0:33 Constant: 0:33 3 (const int) 0:33 Constant: 0:33 3.200000 0:34 move second child to first child (float) 0:34 direct index (patch float) 0:34 'gl_TessLevelInner' (patch out 2-element array of float) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 1.300000 0:? Linker Objects 0:? 'outa' (1-element array of int) 0:? 'gl_out' (out unsized array of block{gl_Position,gl_PointSize,gl_ClipDistance}) Linked tessellation control stage: vertices = 4