310.frag Warning, version 310 is not yet complete; most version-specific features are present, but some are missing. ERROR: 0:2: 'float' : type requires declaration of default precision qualifier ERROR: 0:8: 'origin_upper_left' : not supported with this profile: es ERROR: 0:8: 'pixel_center_integer' : not supported with this profile: es ERROR: 0:8: 'gl_FragCoord' : identifiers starting with "gl_" are reserved ERROR: 0:11: 'location' : overlapping use of location 2 ERROR: 0:15: 'usampler2DRect' : Reserved word. ERROR: 0:15: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:23: 'variable indexing sampler array' : not supported with this profile: es ERROR: 0:27: 'textureGatherOffsets' : no matching overloaded function found ERROR: 0:27: '=' : cannot convert from 'const float' to 'mediump 4-component vector of uint' ERROR: 0:30: 'textureGatherOffset(...)' : must be a compile-time constant: component argument ERROR: 0:31: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument ERROR: 0:42: 'texel offset' : argument must be compile-time constant ERROR: 0:44: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:44: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:45: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:45: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset] ERROR: 0:66: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:66: '' : image variables not declared 'writeonly' must have a format layout qualifier ERROR: 0:67: '' : image variables not declared 'writeonly' must have a format layout qualifier ERROR: 0:68: 'sampler/image' : type requires declaration of default precision qualifier ERROR: 0:68: '' : image variables not declared 'writeonly' must have a format layout qualifier ERROR: 0:69: '' : image variables not declared 'writeonly' must have a format layout qualifier ERROR: 0:73: 'binding' : requires block, or sampler/image, or atomic-counter type ERROR: 0:77: 'location' : location is too large ERROR: 0:81: 'location' : too large for fragment output ERROR: 0:82: 'location' : too large for fragment output ERROR: 0:82: 'location' : overlapping use of location 40 ERROR: 0:83: 'non-literal layout-id value' : not supported with this profile: es ERROR: 0:83: 'layout-id value' : cannot be negative ERROR: 0:110: 'out' : cannot be bool ERROR: 0:111: 'image2D' : sampler/image types can only be used in uniform variables or function parameters: imageOut ERROR: 0:111: '' : image variables not declared 'writeonly' must have a format layout qualifier ERROR: 0:112: 'out' : cannot be a matrix ERROR: 0:114: 'in' : cannot be bool ERROR: 0:115: 'sampler2D' : sampler/image types can only be used in uniform variables or function parameters: ino ERROR: 0:117: 'fragment-shader array-of-array input' : not supported with this profile: es ERROR: 0:120: 'fragment-shader array-of-struct input' : not supported with this profile: es ERROR: 0:121: 'fragment-shader array-of-struct input' : not supported with this profile: es ERROR: 0:123: 'fragment-shader struct input containing an array' : not supported with this profile: es ERROR: 0:125: 'fragment-shader struct input containing structure' : not supported with this profile: es ERROR: 41 compilation errors. No code generated. Shader version: 310 using early_fragment_tests ERROR: node is still EOpNull! 0:21 Function Definition: main( (void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence 0:23 move second child to first child (highp 4-component vector of float) 0:23 'v' (mediump 4-component vector of float) 0:23 Function Call: texture(s21;vf2; (highp 4-component vector of float) 0:23 indirect index (highp sampler2D) 0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:23 'i' (uniform mediump int) 0:23 'c2D' (smooth in mediump 2-component vector of float) 0:28 Sequence 0:28 move second child to first child (highp 4-component vector of float) 0:28 'v4' (mediump 4-component vector of float) 0:28 Function Call: textureGather(s21;vf2; (highp 4-component vector of float) 0:28 direct index (highp sampler2D) 0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:28 Constant: 0:28 0 (const int) 0:28 'c2D' (smooth in mediump 2-component vector of float) 0:29 Sequence 0:29 move second child to first child (mediump 4-component vector of int) 0:29 'iv4' (mediump 4-component vector of int) 0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:29 'isamp2DA' (uniform highp isampler2DArray) 0:29 Constant: 0:29 0.100000 0:29 0.100000 0:29 0.100000 0:29 Constant: 0:29 1 (const int) 0:29 1 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 move second child to first child (mediump 4-component vector of int) 0:30 'iv4' (mediump 4-component vector of int) 0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:30 'isamp2DA' (uniform highp isampler2DArray) 0:30 Constant: 0:30 0.100000 0:30 0.100000 0:30 0.100000 0:30 Constant: 0:30 1 (const int) 0:30 1 (const int) 0:30 'i' (uniform mediump int) 0:31 move second child to first child (mediump 4-component vector of int) 0:31 'iv4' (mediump 4-component vector of int) 0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:31 'isamp2DA' (uniform highp isampler2DArray) 0:31 Constant: 0:31 0.100000 0:31 0.100000 0:31 0.100000 0:31 Constant: 0:31 1 (const int) 0:31 1 (const int) 0:31 Constant: 0:31 4 (const int) 0:32 move second child to first child (mediump 4-component vector of int) 0:32 'iv4' (mediump 4-component vector of int) 0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:32 'isamp2DA' (uniform highp isampler2DArray) 0:32 Constant: 0:32 0.100000 0:32 0.100000 0:32 0.100000 0:32 Constant: 0:32 1 (const int) 0:32 1 (const int) 0:32 Constant: 0:32 3 (const int) 0:33 move second child to first child (mediump 4-component vector of int) 0:33 'iv4' (mediump 4-component vector of int) 0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (mediump 4-component vector of int) 0:33 'isamp2DA' (uniform highp isampler2DArray) 0:33 Constant: 0:33 0.100000 0:33 0.100000 0:33 0.100000 0:33 Construct ivec2 (2-component vector of int) 0:33 'i' (uniform mediump int) 0:38 Function Definition: foo23( (void) 0:38 Function Parameters: 0:? Sequence 0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:42 'usamp2d' (uniform highp usampler2D) 0:42 'outp' (out mediump 4-component vector of float) 0:42 Constant: 0:42 0.000000 0:42 0.000000 0:42 Constant: 0:42 0.000000 0:42 0.000000 0:42 Convert float to int (2-component vector of int) 0:42 'c2D' (smooth in mediump 2-component vector of float) 0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:43 'usamp2d' (uniform highp usampler2D) 0:43 'outp' (out mediump 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 Constant: 0:43 3 (const int) 0:43 4 (const int) 0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:44 'usamp2d' (uniform highp usampler2D) 0:44 'outp' (out mediump 4-component vector of float) 0:44 Constant: 0:44 0.000000 0:44 0.000000 0:44 Constant: 0:44 0.000000 0:44 0.000000 0:44 Constant: 0:44 15 (const int) 0:44 16 (const int) 0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:45 'usamp2d' (uniform highp usampler2D) 0:45 'outp' (out mediump 4-component vector of float) 0:45 Constant: 0:45 0.000000 0:45 0.000000 0:45 Constant: 0:45 0.000000 0:45 0.000000 0:45 Constant: 0:45 -10 (const int) 0:45 20 (const int) 0:47 Test condition and select (void) 0:47 Condition 0:47 'gl_HelperInvocation' (in bool) 0:47 true case 0:48 Pre-Increment (mediump 4-component vector of float) 0:48 'outp' (out mediump 4-component vector of float) 0:50 Sequence 0:50 move second child to first child (mediump int) 0:50 'sum' (mediump int) 0:50 Constant: 0:50 32 (const int) 0:58 move second child to first child (bool) 0:58 'b1' (bool) 0:58 mix (bool) 0:58 'b2' (bool) 0:58 'b3' (bool) 0:58 'b' (bool) 0:59 Sequence 0:59 move second child to first child (mediump 3-component vector of uint) 0:59 'um3' (mediump 3-component vector of uint) 0:59 mix (mediump 3-component vector of uint) 0:59 Construct uvec3 (mediump 3-component vector of uint) 0:59 Convert int to uint (mediump uint) 0:59 'i' (uniform mediump int) 0:59 Construct uvec3 (mediump 3-component vector of uint) 0:59 Convert int to uint (mediump uint) 0:59 'i' (uniform mediump int) 0:59 Construct bvec3 (3-component vector of bool) 0:59 'b' (bool) 0:60 Sequence 0:60 move second child to first child (mediump 4-component vector of int) 0:60 'im4' (mediump 4-component vector of int) 0:60 mix (mediump 4-component vector of int) 0:60 Construct ivec4 (mediump 4-component vector of int) 0:60 'i' (uniform mediump int) 0:60 Construct ivec4 (mediump 4-component vector of int) 0:60 'i' (uniform mediump int) 0:60 Construct bvec4 (4-component vector of bool) 0:60 'b' (bool) 0:98 Function Definition: foots( (void) 0:98 Function Parameters: 0:100 Sequence 0:100 Sequence 0:100 move second child to first child (highp 2-component vector of int) 0:100 'v2' (highp 2-component vector of int) 0:100 Function Call: textureSize(s21;i1; (highp 2-component vector of int) 0:100 's1' (layout(binding=3 ) uniform highp sampler2D) 0:100 Constant: 0:100 2 (const int) 0:101 Sequence 0:101 move second child to first child (highp 3-component vector of int) 0:101 'v3' (highp 3-component vector of int) 0:101 Function Call: textureSize(isA21;i1; (highp 3-component vector of int) 0:101 'isamp2DA' (uniform highp isampler2DArray) 0:101 Constant: 0:101 3 (const int) 0:102 move second child to first child (highp 2-component vector of int) 0:102 'v2' (highp 2-component vector of int) 0:102 Function Call: textureSize(s21; (highp 2-component vector of int) 0:102 's2dms' (uniform highp sampler2DMS) 0:103 move second child to first child (highp 2-component vector of int) 0:103 'v2' (highp 2-component vector of int) 0:103 Function Call: imageSize(I21; (highp 2-component vector of int) 0:103 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) 0:104 move second child to first child (highp 3-component vector of int) 0:104 'v3' (highp 3-component vector of int) 0:104 Function Call: imageSize(I31; (highp 3-component vector of int) 0:104 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) 0:105 move second child to first child (highp 2-component vector of int) 0:105 'v2' (highp 2-component vector of int) 0:105 Function Call: imageSize(IC1; (highp 2-component vector of int) 0:105 'iCube' (layout(binding=5 ) uniform lowp imageCube) 0:106 move second child to first child (highp 3-component vector of int) 0:106 'v3' (highp 3-component vector of int) 0:106 Function Call: imageSize(IA21; (highp 3-component vector of int) 0:106 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) 0:107 move second child to first child (highp 2-component vector of int) 0:107 'v2' (highp 2-component vector of int) 0:107 Function Call: imageSize(I21; (highp 2-component vector of int) 0:107 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D) 0:? Linker Objects 0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float) 0:? 'v3' (layout(location=2 ) smooth in mediump 3-component vector of float) 0:? 'yi' (layout(location=2 ) smooth in mediump 4X4 matrix of float) 0:? 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:? 'usamp2d' (uniform highp usampler2D) 0:? 'samp2dr' (uniform mediump usampler2DRect) 0:? 'isamp2DA' (uniform highp isampler2DArray) 0:? 'c2D' (smooth in mediump 2-component vector of float) 0:? 'i' (uniform mediump int) 0:? 'outp' (out mediump 4-component vector of float) 0:? 's1' (layout(binding=3 ) uniform highp sampler2D) 0:? 's2' (layout(binding=3 ) uniform highp sampler2D) 0:? 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) 0:? 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) 0:? 'iCube' (layout(binding=5 ) uniform lowp imageCube) 0:? 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) 0:? 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D) 0:? 'bbi' (layout(binding=1 column_major shared ) uniform block{layout(column_major shared ) uniform mediump int foo, layout(binding=2 column_major shared ) uniform mediump float f}) 0:? 'centroidIn' (centroid smooth in mediump 4-component vector of float) 0:? 'bigl' (uniform mediump 4-component vector of float) 0:? 'bigout1' (layout(location=40 ) out mediump 4-component vector of float) 0:? 'bigout2' (layout(location=40 ) out mediump 4-component vector of float) 0:? 'neg' (out mediump 4-component vector of float) 0:? 'b430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform mediump int i}) 0:? 'bshari' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int i}) 0:? 'smoothIn' (smooth in mediump 4-component vector of float) 0:? 'flatIn' (flat in mediump int) 0:? 's2dms' (uniform highp sampler2DMS) 0:? 'bout' (out bool) 0:? 'imageOut' (out highp image2D) 0:? 'mout' (out mediump 2X3 matrix of float) 0:? 'inb' (smooth in bool) 0:? 'ino' (smooth in highp sampler2D) 0:? 'ina' (smooth in 4-element array of mediump float) 0:? 'inaa' (smooth in 4-element array of mediump float) 0:? 'ins' (smooth in structure{mediump float f}) 0:? 'inasa' (smooth in 4-element array of structure{mediump float f}) 0:? 'insa' (smooth in 4-element array of structure{mediump float f}) 0:? 'inSA' (smooth in structure{4-element array of mediump float f}) 0:? 'inSS' (smooth in structure{mediump float f, structure{mediump float f} s}) Linked fragment stage: ERROR: Linking fragment stage: when more than one fragment shader output, all must have location qualifiers Shader version: 310 using early_fragment_tests ERROR: node is still EOpNull! 0:21 Function Definition: main( (void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence 0:23 move second child to first child (highp 4-component vector of float) 0:23 'v' (mediump 4-component vector of float) 0:23 Function Call: texture(s21;vf2; (highp 4-component vector of float) 0:23 indirect index (highp sampler2D) 0:23 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:23 'i' (uniform mediump int) 0:23 'c2D' (smooth in mediump 2-component vector of float) 0:28 Sequence 0:28 move second child to first child (highp 4-component vector of float) 0:28 'v4' (mediump 4-component vector of float) 0:28 Function Call: textureGather(s21;vf2; (highp 4-component vector of float) 0:28 direct index (highp sampler2D) 0:28 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:28 Constant: 0:28 0 (const int) 0:28 'c2D' (smooth in mediump 2-component vector of float) 0:29 Sequence 0:29 move second child to first child (mediump 4-component vector of int) 0:29 'iv4' (mediump 4-component vector of int) 0:29 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:29 'isamp2DA' (uniform highp isampler2DArray) 0:29 Constant: 0:29 0.100000 0:29 0.100000 0:29 0.100000 0:29 Constant: 0:29 1 (const int) 0:29 1 (const int) 0:29 Constant: 0:29 3 (const int) 0:30 move second child to first child (mediump 4-component vector of int) 0:30 'iv4' (mediump 4-component vector of int) 0:30 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:30 'isamp2DA' (uniform highp isampler2DArray) 0:30 Constant: 0:30 0.100000 0:30 0.100000 0:30 0.100000 0:30 Constant: 0:30 1 (const int) 0:30 1 (const int) 0:30 'i' (uniform mediump int) 0:31 move second child to first child (mediump 4-component vector of int) 0:31 'iv4' (mediump 4-component vector of int) 0:31 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:31 'isamp2DA' (uniform highp isampler2DArray) 0:31 Constant: 0:31 0.100000 0:31 0.100000 0:31 0.100000 0:31 Constant: 0:31 1 (const int) 0:31 1 (const int) 0:31 Constant: 0:31 4 (const int) 0:32 move second child to first child (mediump 4-component vector of int) 0:32 'iv4' (mediump 4-component vector of int) 0:32 Function Call: textureGatherOffset(isA21;vf3;vi2;i1; (mediump 4-component vector of int) 0:32 'isamp2DA' (uniform highp isampler2DArray) 0:32 Constant: 0:32 0.100000 0:32 0.100000 0:32 0.100000 0:32 Constant: 0:32 1 (const int) 0:32 1 (const int) 0:32 Constant: 0:32 3 (const int) 0:33 move second child to first child (mediump 4-component vector of int) 0:33 'iv4' (mediump 4-component vector of int) 0:33 Function Call: textureGatherOffset(isA21;vf3;vi2; (mediump 4-component vector of int) 0:33 'isamp2DA' (uniform highp isampler2DArray) 0:33 Constant: 0:33 0.100000 0:33 0.100000 0:33 0.100000 0:33 Construct ivec2 (2-component vector of int) 0:33 'i' (uniform mediump int) 0:38 Function Definition: foo23( (void) 0:38 Function Parameters: 0:? Sequence 0:42 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:42 'usamp2d' (uniform highp usampler2D) 0:42 'outp' (out mediump 4-component vector of float) 0:42 Constant: 0:42 0.000000 0:42 0.000000 0:42 Constant: 0:42 0.000000 0:42 0.000000 0:42 Convert float to int (2-component vector of int) 0:42 'c2D' (smooth in mediump 2-component vector of float) 0:43 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:43 'usamp2d' (uniform highp usampler2D) 0:43 'outp' (out mediump 4-component vector of float) 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 Constant: 0:43 0.000000 0:43 0.000000 0:43 Constant: 0:43 3 (const int) 0:43 4 (const int) 0:44 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:44 'usamp2d' (uniform highp usampler2D) 0:44 'outp' (out mediump 4-component vector of float) 0:44 Constant: 0:44 0.000000 0:44 0.000000 0:44 Constant: 0:44 0.000000 0:44 0.000000 0:44 Constant: 0:44 15 (const int) 0:44 16 (const int) 0:45 Function Call: textureProjGradOffset(us21;vf4;vf2;vf2;vi2; (mediump 4-component vector of uint) 0:45 'usamp2d' (uniform highp usampler2D) 0:45 'outp' (out mediump 4-component vector of float) 0:45 Constant: 0:45 0.000000 0:45 0.000000 0:45 Constant: 0:45 0.000000 0:45 0.000000 0:45 Constant: 0:45 -10 (const int) 0:45 20 (const int) 0:47 Test condition and select (void) 0:47 Condition 0:47 'gl_HelperInvocation' (in bool) 0:47 true case 0:48 Pre-Increment (mediump 4-component vector of float) 0:48 'outp' (out mediump 4-component vector of float) 0:50 Sequence 0:50 move second child to first child (mediump int) 0:50 'sum' (mediump int) 0:50 Constant: 0:50 32 (const int) 0:58 move second child to first child (bool) 0:58 'b1' (bool) 0:58 mix (bool) 0:58 'b2' (bool) 0:58 'b3' (bool) 0:58 'b' (bool) 0:59 Sequence 0:59 move second child to first child (mediump 3-component vector of uint) 0:59 'um3' (mediump 3-component vector of uint) 0:59 mix (mediump 3-component vector of uint) 0:59 Construct uvec3 (mediump 3-component vector of uint) 0:59 Convert int to uint (mediump uint) 0:59 'i' (uniform mediump int) 0:59 Construct uvec3 (mediump 3-component vector of uint) 0:59 Convert int to uint (mediump uint) 0:59 'i' (uniform mediump int) 0:59 Construct bvec3 (3-component vector of bool) 0:59 'b' (bool) 0:60 Sequence 0:60 move second child to first child (mediump 4-component vector of int) 0:60 'im4' (mediump 4-component vector of int) 0:60 mix (mediump 4-component vector of int) 0:60 Construct ivec4 (mediump 4-component vector of int) 0:60 'i' (uniform mediump int) 0:60 Construct ivec4 (mediump 4-component vector of int) 0:60 'i' (uniform mediump int) 0:60 Construct bvec4 (4-component vector of bool) 0:60 'b' (bool) 0:98 Function Definition: foots( (void) 0:98 Function Parameters: 0:100 Sequence 0:100 Sequence 0:100 move second child to first child (highp 2-component vector of int) 0:100 'v2' (highp 2-component vector of int) 0:100 Function Call: textureSize(s21;i1; (highp 2-component vector of int) 0:100 's1' (layout(binding=3 ) uniform highp sampler2D) 0:100 Constant: 0:100 2 (const int) 0:101 Sequence 0:101 move second child to first child (highp 3-component vector of int) 0:101 'v3' (highp 3-component vector of int) 0:101 Function Call: textureSize(isA21;i1; (highp 3-component vector of int) 0:101 'isamp2DA' (uniform highp isampler2DArray) 0:101 Constant: 0:101 3 (const int) 0:102 move second child to first child (highp 2-component vector of int) 0:102 'v2' (highp 2-component vector of int) 0:102 Function Call: textureSize(s21; (highp 2-component vector of int) 0:102 's2dms' (uniform highp sampler2DMS) 0:103 move second child to first child (highp 2-component vector of int) 0:103 'v2' (highp 2-component vector of int) 0:103 Function Call: imageSize(I21; (highp 2-component vector of int) 0:103 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) 0:104 move second child to first child (highp 3-component vector of int) 0:104 'v3' (highp 3-component vector of int) 0:104 Function Call: imageSize(I31; (highp 3-component vector of int) 0:104 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) 0:105 move second child to first child (highp 2-component vector of int) 0:105 'v2' (highp 2-component vector of int) 0:105 Function Call: imageSize(IC1; (highp 2-component vector of int) 0:105 'iCube' (layout(binding=5 ) uniform lowp imageCube) 0:106 move second child to first child (highp 3-component vector of int) 0:106 'v3' (highp 3-component vector of int) 0:106 Function Call: imageSize(IA21; (highp 3-component vector of int) 0:106 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) 0:107 move second child to first child (highp 2-component vector of int) 0:107 'v2' (highp 2-component vector of int) 0:107 Function Call: imageSize(I21; (highp 2-component vector of int) 0:107 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D) 0:? Linker Objects 0:? 'gl_FragCoord' (smooth in mediump 4-component vector of float) 0:? 'v3' (layout(location=2 ) smooth in mediump 3-component vector of float) 0:? 'yi' (layout(location=2 ) smooth in mediump 4X4 matrix of float) 0:? 'arrayedSampler' (uniform 5-element array of highp sampler2D) 0:? 'usamp2d' (uniform highp usampler2D) 0:? 'samp2dr' (uniform mediump usampler2DRect) 0:? 'isamp2DA' (uniform highp isampler2DArray) 0:? 'c2D' (smooth in mediump 2-component vector of float) 0:? 'i' (uniform mediump int) 0:? 'outp' (out mediump 4-component vector of float) 0:? 's1' (layout(binding=3 ) uniform highp sampler2D) 0:? 's2' (layout(binding=3 ) uniform highp sampler2D) 0:? 'i2D' (layout(binding=2 ) writeonly uniform highp image2D) 0:? 'i3D' (layout(binding=4 ) readonly uniform mediump image3D) 0:? 'iCube' (layout(binding=5 ) uniform lowp imageCube) 0:? 'i2DA' (layout(binding=6 ) uniform mediump image2DArray) 0:? 'i2Dqualified' (layout(binding=6 ) coherent volatile restrict uniform highp image2D) 0:? 'bbi' (layout(binding=1 column_major shared ) uniform block{layout(column_major shared ) uniform mediump int foo, layout(binding=2 column_major shared ) uniform mediump float f}) 0:? 'centroidIn' (centroid smooth in mediump 4-component vector of float) 0:? 'bigl' (uniform mediump 4-component vector of float) 0:? 'bigout1' (layout(location=40 ) out mediump 4-component vector of float) 0:? 'bigout2' (layout(location=40 ) out mediump 4-component vector of float) 0:? 'neg' (out mediump 4-component vector of float) 0:? 'b430i' (layout(column_major std430 ) uniform block{layout(column_major std430 offset=0 ) uniform mediump int i}) 0:? 'bshari' (layout(column_major shared ) uniform block{layout(column_major shared ) uniform mediump int i}) 0:? 'smoothIn' (smooth in mediump 4-component vector of float) 0:? 'flatIn' (flat in mediump int) 0:? 's2dms' (uniform highp sampler2DMS) 0:? 'bout' (out bool) 0:? 'imageOut' (out highp image2D) 0:? 'mout' (out mediump 2X3 matrix of float) 0:? 'inb' (smooth in bool) 0:? 'ino' (smooth in highp sampler2D) 0:? 'ina' (smooth in 4-element array of mediump float) 0:? 'inaa' (smooth in 4-element array of mediump float) 0:? 'ins' (smooth in structure{mediump float f}) 0:? 'inasa' (smooth in 4-element array of structure{mediump float f}) 0:? 'insa' (smooth in 4-element array of structure{mediump float f}) 0:? 'inSA' (smooth in structure{4-element array of mediump float f}) 0:? 'inSS' (smooth in structure{mediump float f, structure{mediump float f} s})