ERROR: 0:5: 'Vertex' : only uniform interface blocks are supported ERROR: 0:10: 'Vertex2' : only uniform interface blocks are supported ERROR: 0:23: 'transforms' : redeclaration of array with size ERROR: 0:29: 's' : location qualifiers only appy to uniform, in, or out storage qualifiers ERROR: 0:31: 'triangles' : unrecognized layout identifier ERROR: 0:31: 'invocations' : there is no such layout identifier taking an assigned value ERROR: 0:33: 'lines' : unrecognized layout identifier ERROR: 0:35: 'triangle_strip' : unrecognized layout identifier ERROR: 0:35: 'max_vertices' : there is no such layout identifier taking an assigned value ERROR: 0:36: 'max_vertices' : there is no such layout identifier taking an assigned value ERROR: 0:37: 'triangle_strip' : unrecognized layout identifier ERROR: 0:41: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:43: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:45: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:46: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:47: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:45: 'Block1' : only uniform interface blocks are supported ERROR: 0:50: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:52: 'Block2' : only uniform interface blocks are supported ERROR: 0:55: 'stream' : there is no such layout identifier taking an assigned value ERROR: 0:77: 'binding' : not supported ERROR: 0:80: 's17' : redefinition ERROR: 0:85: 'binding' : not supported ERROR: 0:85: 'offset' : there is no such layout identifier taking an assigned value ERROR: 0:87: 'binding' : not supported ERROR: 0:89: 'binding' : not supported ERROR: 0:89: 'offset' : there is no such layout identifier taking an assigned value ERROR: 0:91: 'binding' : not supported ERROR: 0:91: 'bar' : redefinition ERROR: 0:92: 'offset' : there is no such layout identifier taking an assigned value ERROR: 0:92: 'bar' : redefinition ERROR: 0:94: 'binding' : not supported ERROR: 0:94: 'offset' : there is no such layout identifier taking an assigned value ERROR: 0:95: 'binding' : not supported ERROR: 0:96: 'binding' : not supported ERROR: 0:97: 'binding' : not supported ERROR: 0:106: '' : vertex input cannot be further qualified ERROR: 0:106: 'gl_' : reserved built-in name ERROR: 0:119: 'a' : redefinition ERROR: 0:127: 'Block2' : nameless block contains a member that already has a name at global scope ERROR: 0:132: 'shared' : not supported in this stage: vertex ERROR: 0:134: '' : function does not return a value: funcA ERROR: 0:136: '' : function does not return a value: funcB ERROR: 0:137: 'rgba32f' : unrecognized layout identifier ERROR: 0:138: 'rgba32f' : unrecognized layout identifier ERROR: 0:153: '' : function does not return a value: func3 ERROR: 0:163: 'w' : dot operator requires structure, array, vector, or matrix on left hand side ERROR: 0:164: 'x' : dot operator requires structure, array, vector, or matrix on left hand side ERROR: 0:164: 'func' : no matching overloaded function found ERROR: 0:166: 'x' : dot operator requires structure, array, vector, or matrix on left hand side ERROR: 0:166: 'func2' : no matching overloaded function found ERROR: 0:167: 'x' : dot operator requires structure, array, vector, or matrix on left hand side ERROR: 0:191: '=' : cannot convert from 'const 4-component vector of float' to '2-element array of 4-component vector of float' ERROR: 0:192: 'constructor' : constructing from a non-dereferenced array ERROR: 0:193: 'constructor' : constructing from a non-dereferenced array ERROR: 0:194: 'constructor' : constructing from a non-dereferenced array ERROR: 56 compilation errors. No code generated. ERROR: node is still EOpNull! 0:134 Function Definition: funcA(I21; (4-component vector of float) 0:134 Function Parameters: 0:134 'a' (in image2D) 0:136 Function Definition: funcB(I21; (4-component vector of float) 0:136 Function Parameters: 0:136 'a' (in image2D) 0:140 Function Definition: func(f1;f1;f1;f1; (float) 0:140 Function Parameters: 0:140 'e' (in float) 0:140 'f' (in float) 0:140 'g' (in float) 0:140 'h' (in float) 0:142 Sequence 0:142 Branch: Return with expression 0:142 add (float) 0:142 component-wise multiply (float) 0:142 'e' (in float) 0:142 'f' (in float) 0:142 component-wise multiply (float) 0:142 'g' (in float) 0:142 'h' (in float) 0:146 Function Definition: func2(f1;f1;f1;f1; (float) 0:146 Function Parameters: 0:146 'e' (in float) 0:146 'f' (in float) 0:146 'g' (in float) 0:146 'h' (in float) 0:148 Sequence 0:148 Sequence 0:148 move second child to first child (float) 0:148 'result' (float) 0:148 add (float) 0:148 component-wise multiply (float) 0:148 'e' (in float) 0:148 'f' (in float) 0:148 component-wise multiply (float) 0:148 'g' (in float) 0:148 'h' (in float) 0:150 Branch: Return with expression 0:150 'result' (float) 0:153 Function Definition: func3(f1;f1;f1; (float) 0:153 Function Parameters: 0:153 'i' (in float) 0:153 'j' (in float) 0:153 'k' (out float) 0:155 Sequence 0:155 move second child to first child (float) 0:155 'k' (out float) 0:155 add (float) 0:155 component-wise multiply (float) 0:155 'i' (in float) 0:155 'i' (in float) 0:155 'j' (in float) 0:158 Function Definition: main( (void) 0:158 Function Parameters: 0:160 Sequence 0:160 Sequence 0:160 move second child to first child (3-component vector of float) 0:160 'r' (3-component vector of float) 0:160 Construct vec3 (3-component vector of float) 0:160 vector-scale (4-component vector of float) 0:160 Convert int to float (float) 0:160 'a' (uniform int) 0:160 'b' (in 4-component vector of float) 0:161 Sequence 0:161 move second child to first child (3-component vector of float) 0:161 's' (3-component vector of float) 0:161 Construct vec3 (3-component vector of float) 0:161 component-wise multiply (4-component vector of float) 0:161 'c' (in 4-component vector of float) 0:161 'd' (in 4-component vector of float) 0:162 move second child to first child (3-component vector of float) 0:162 vector swizzle (3-component vector of float) 0:162 'v' (smooth out 4-component vector of float) 0:162 Sequence 0:162 Constant: 0:162 0 (const int) 0:162 Constant: 0:162 1 (const int) 0:162 Constant: 0:162 2 (const int) 0:162 add (3-component vector of float) 0:162 'r' (3-component vector of float) 0:162 's' (3-component vector of float) 0:163 move second child to first child (float) 0:163 direct index (float) 0:163 'v' (smooth out 4-component vector of float) 0:163 Constant: 0:163 3 (const int) 0:163 add (float) 0:163 component-wise multiply (float) 0:163 Convert int to float (float) 0:163 'a' (uniform int) 0:163 direct index (float) 0:163 'b' (in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) 0:163 component-wise multiply (float) 0:163 direct index (float) 0:163 'c' (in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) 0:163 direct index (float) 0:163 'd' (in 4-component vector of float) 0:163 Constant: 0:163 3 (const int) 0:164 move second child to first child (float) 0:164 direct index (float) 0:164 'v' (smooth out 4-component vector of float) 0:164 Constant: 0:164 0 (const int) 0:164 Constant: 0:164 0.000000 0:166 move second child to first child (float) 0:166 direct index (float) 0:166 'v' (smooth out 4-component vector of float) 0:166 Constant: 0:166 0 (const int) 0:166 Constant: 0:166 0.000000 0:167 Function Call: func3(f1;f1;f1; (float) 0:167 component-wise multiply (float) 0:167 Convert int to float (float) 0:167 'a' (uniform int) 0:167 direct index (float) 0:167 'b' (in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) 0:167 component-wise multiply (float) 0:167 direct index (float) 0:167 'c' (in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) 0:167 direct index (float) 0:167 'd' (in 4-component vector of float) 0:167 Constant: 0:167 0 (const int) 0:167 direct index (float) 0:167 'v' (smooth out 4-component vector of float) 0:167 Constant: 0:167 0 (const int) 0:169 Function Call: funcA(I21; (4-component vector of float) 0:169 'img1' (uniform image2D) 0:170 Function Call: funcB(I21; (4-component vector of float) 0:170 'img2' (coherent uniform image2D) 0:? Sequence 0:178 Sequence 0:178 move second child to first child (structure) 0:178 'lightVar' (structure) 0:178 Constant: 0:178 3.000000 0:178 1.000000 0:178 2.000000 0:178 3.000000 0:? Sequence 0:185 Sequence 0:185 move second child to first child (5-element array of float) 0:185 'a' (5-element array of float) 0:185 Construct float (5-element array of float) 0:185 'g' (float) 0:185 Constant: 0:185 1.000000 0:185 'g' (float) 0:185 Constant: 0:185 2.300000 0:185 'g' (float) 0:188 move second child to first child (3-element array of float) 0:188 'b' (3-element array of float) 0:188 Construct float (3-element array of float) 0:188 'g' (float) 0:188 add (float) 0:188 'g' (float) 0:188 Constant: 0:188 1.000000 0:188 add (float) 0:188 'g' (float) 0:188 Constant: 0:188 2.000000 0:? Sequence 0:192 Construct vec4 (3-element array of 4-component vector of float) 0:193 Construct vec4 (3-element array of 4-component vector of float) 0:194 Construct vec4 (3-element array of 4-component vector of float) 0:? Linker Objects 0:? 'transforms' (layout(shared ) uniform 4-element array of block) 0:? 'normal' (layout(location=3 ) in 4-component vector of float) 0:? 'colors' (layout(location=6 ) in 3-element array of 4-component vector of float) 0:? 's' (layout(location=3 ) structure) 0:? 'var1' (smooth out 4-component vector of float) 0:? 'var5' (smooth out 4-component vector of float) 0:? 'var7' (smooth out 4-component vector of float) 0:? '__anon__0' (layout(std140 ) uniform block) 0:? '__anon__1' (layout(shared ) uniform block) 0:? 's17' (uniform sampler2D) 0:? 'a' (uniform int) 0:? 'bar' (uniform int) 0:? 'a2' (uniform int) 0:? 'b2' (uniform int) 0:? 'c2' (uniform int) 0:? 'd2' (uniform int) 0:? 'gl_FrontColor' (flat in 4-component vector of float) 0:? 'Color' (smooth out 3-component vector of float) 0:? 'Color4' (invariant centroid smooth out 3-component vector of float) 0:? 'position' (smooth out 4-component vector of float) 0:? 'Color5' (smooth out 3-component vector of float) 0:? 'b' (in 4-component vector of float) 0:? 'c' (in 4-component vector of float) 0:? 'd' (in 4-component vector of float) 0:? 'v' (smooth out 4-component vector of float) 0:? '__anon__2' (layout(shared ) uniform block) 0:? 'shv' (shared 4-component vector of float) 0:? 'img1' (uniform image2D) 0:? 'img2' (coherent uniform image2D) 0:? 'gl_VertexID' (gl_VertexId int) 0:? 'gl_InstanceID' (gl_InstanceId int)