300.vert ERROR: 0:8: 'varying' : Reserved word. ERROR: 0:8: 'varying' : no longer supported in es profile; removed in version 300 ERROR: 0:9: 'vertex input arrays' : not supported with this profile: es ERROR: 0:10: '' : precision qualifier must appear as last qualifier ERROR: 0:11: '' : invariant qualifier must appear before interpolation, storage, and precision qualifiers ERROR: 0:12: '' : Auxiliary qualifiers (centroid, patch, and sample) must appear before storage and precision qualifiers ERROR: 0:12: '' : vertex input cannot be further qualified ERROR: 0:13: '' : interpolation qualifiers must appear before storage and precision qualifiers ERROR: 0:14: '' : in/out must appear before const ERROR: 0:15: '' : precision qualifier must appear as last qualifier ERROR: 0:16: '' : can only have one interpolation qualifier (flat, smooth, noperspective, __explicitInterpAMD) ERROR: 0:17: 'sample' : Reserved word. ERROR: 0:17: '' : can only have one auxiliary qualifier (centroid, patch, and sample) ERROR: 0:18: 'uniform' : too many storage qualifiers ERROR: 0:56: '#error' : GL_ES is set ERROR: 0:62: '' : array size required ERROR: 0:63: '' : array size required ERROR: 0:64: '' : array size required ERROR: 0:65: '' : array size required ERROR: 0:67: '' : array size required ERROR: 0:76: 'invariant' : cannot change qualification after use ERROR: 0:78: 'invariant' : can only apply to an output ERROR: 0:88: 'ub2' : Cannot reuse block name within the same interface: uniform ERROR: 0:92: 'ub2' : Cannot reuse block name within the same interface: uniform ERROR: 0:96: 'ub2' : Cannot reuse block name within the same interface: uniform ERROR: 0:104: 'ub3' : Cannot reuse block name within the same interface: uniform ERROR: 0:121: 'textureSize' : no matching overloaded function found ERROR: 0:123: 'textureSize' : no matching overloaded function found ERROR: 0:125: 'texture' : no matching overloaded function found ERROR: 0:127: 'textureProjOffset' : no matching overloaded function found ERROR: 0:132: 'highp' : overloaded functions must have the same parameter precision qualifiers for argument 2 ERROR: 0:135: 'in' : overloaded functions must have the same parameter storage qualifiers for argument 2 ERROR: 0:146: '' : array size required ERROR: 0:147: '' : array size required ERROR: 0:148: '' : array size required ERROR: 0:149: 'float' : cannot apply precision statement to this type; use 'float', 'int' or a sampler type ERROR: 0:168: 'Binst' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable ERROR: 0:169: 'Bblock' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable ERROR: 0:170: 'Bfoo' : cannot add storage, auxiliary, memory, interpolation, layout, or precision qualifier to an existing variable ERROR: 0:172: 'std430' : not supported for this version or the enabled extensions ERROR: 0:172: 'std430' : requires the 'buffer' storage qualifier ERROR: 0:175: '' : array size required ERROR: 0:185: 'assign' : cannot convert from ' temp 4-element array of highp float' to ' temp 3-element array of highp float' ERROR: 0:186: 'assign' : cannot convert from ' temp 3-element array of highp float' to ' temp 4-element array of highp float' ERROR: 44 compilation errors. No code generated. Shader version: 300 ERROR: node is still EOpNull! 0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence 0:29 Sequence 0:29 move second child to first child ( temp highp int) 0:29 'id' ( temp highp int) 0:29 add ( temp highp int) 0:29 'gl_VertexID' ( gl_VertexId highp int VertexId) 0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) 0:31 Sequence 0:31 move second child to first child ( temp highp int) 0:31 'c0' ( temp highp int) 0:31 Constant: 0:31 64 (const int) 0:32 Sequence 0:32 move second child to first child ( temp highp int) 0:32 'c1' ( temp highp int) 0:32 Constant: 0:32 128 (const int) 0:33 Sequence 0:33 move second child to first child ( temp highp int) 0:33 'c2' ( temp highp int) 0:33 Constant: 0:33 16 (const int) 0:34 Sequence 0:34 move second child to first child ( temp highp int) 0:34 'c3' ( temp highp int) 0:34 Constant: 0:34 15 (const int) 0:35 Sequence 0:35 move second child to first child ( temp highp int) 0:35 'c4' ( temp highp int) 0:35 Constant: 0:35 32 (const int) 0:36 Sequence 0:36 move second child to first child ( temp highp int) 0:36 'c5' ( temp highp int) 0:36 Constant: 0:36 80 (const int) 0:37 Sequence 0:37 move second child to first child ( temp highp int) 0:37 'c6' ( temp highp int) 0:37 Constant: 0:37 32 (const int) 0:38 Sequence 0:38 move second child to first child ( temp highp int) 0:38 'c7' ( temp highp int) 0:38 Constant: 0:38 16 (const int) 0:39 Sequence 0:39 move second child to first child ( temp highp int) 0:39 'c8' ( temp highp int) 0:39 Constant: 0:39 32 (const int) 0:40 Sequence 0:40 move second child to first child ( temp highp int) 0:40 'c9' ( temp highp int) 0:40 Constant: 0:40 -8 (const int) 0:41 Sequence 0:41 move second child to first child ( temp highp int) 0:41 'c10' ( temp highp int) 0:41 Constant: 0:41 7 (const int) 0:43 Sequence 0:43 move second child to first child ( temp highp 3X4 matrix of float) 0:43 'tm' ( temp highp 3X4 matrix of float) 0:43 transpose ( global highp 3X4 matrix of float) 0:43 'm43' ( uniform highp 4X3 matrix of float) 0:44 Sequence 0:44 move second child to first child ( temp highp float) 0:44 'dm' ( temp highp float) 0:44 determinant ( global highp float) 0:44 'm44' ( uniform highp 4X4 matrix of float) 0:45 Sequence 0:45 move second child to first child ( temp highp 3X3 matrix of float) 0:45 'im' ( temp highp 3X3 matrix of float) 0:45 inverse ( global highp 3X3 matrix of float) 0:45 'm33' ( uniform highp 3X3 matrix of float) 0:47 Sequence 0:47 move second child to first child ( temp highp 3X2 matrix of float) 0:47 'op' ( temp highp 3X2 matrix of float) 0:47 outer product ( global highp 3X2 matrix of float) 0:47 'v2' ( smooth out highp 2-component vector of float) 0:47 'v3' ( in highp 3-component vector of float) 0:49 move second child to first child ( temp highp 4-component vector of float) 0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:49 direct index ( temp highp 4-component vector of float) 0:49 'm44' ( uniform highp 4X4 matrix of float) 0:49 Constant: 0:49 2 (const int) 0:50 move second child to first child ( temp highp float) 0:50 'gl_PointSize' ( gl_PointSize highp float PointSize) 0:50 direct index ( temp highp float) 0:50 'v2' ( smooth out highp 2-component vector of float) 0:50 Constant: 0:50 1 (const int) 0:52 move second child to first child ( temp highp 3-component vector of float) 0:52 c: direct index for structure ( global highp 3-component vector of float) 0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:52 Constant: 0:52 0 (const int) 0:52 'v3' ( in highp 3-component vector of float) 0:53 move second child to first child ( temp highp float) 0:53 f: direct index for structure ( global highp float) 0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:53 Constant: 0:53 1 (const int) 0:53 'dm' ( temp highp float) 0:68 Sequence 0:68 move second child to first child ( temp 2-element array of highp float) 0:68 'okayA' ( global 2-element array of highp float) 0:68 Constant: 0:68 3.000000 0:68 4.000000 0:71 Function Definition: newVFun( ( global void) 0:71 Function Parameters: 0:73 Sequence 0:73 move second child to first child ( temp highp 3-component vector of float) 0:73 'newV' ( smooth out highp 3-component vector of float) 0:73 'v3' ( in highp 3-component vector of float) 0:118 Function Definition: foo23( ( global void) 0:118 Function Parameters: 0:120 Sequence 0:120 Sequence 0:120 move second child to first child ( temp highp 2-component vector of int) 0:120 'x1' ( temp highp 2-component vector of int) 0:120 textureSize ( global highp 2-component vector of int, operation at lowp) 0:120 's2D' ( uniform lowp sampler2D) 0:120 Constant: 0:120 2 (const int) 0:121 Constant: 0:121 0.000000 0:122 Sequence 0:122 move second child to first child ( temp highp 3-component vector of int) 0:122 'x3' ( temp highp 3-component vector of int) 0:122 textureSize ( global highp 3-component vector of int, operation at lowp) 0:122 's2DAS' ( uniform lowp sampler2DArrayShadow) 0:122 Constant: 0:122 -1 (const int) 0:123 Constant: 0:123 0.000000 0:124 Sequence 0:124 move second child to first child ( temp highp 4-component vector of float) 0:124 'x4' ( temp highp 4-component vector of float) 0:124 texture ( global lowp 4-component vector of float, operation at highp) 0:124 's2D' ( uniform lowp sampler2D) 0:124 'c2D' ( in highp 2-component vector of float) 0:125 Constant: 0:125 0.000000 0:126 Sequence 0:126 move second child to first child ( temp highp 4-component vector of float) 0:126 'x5' ( temp highp 4-component vector of float) 0:126 textureProjOffset ( global lowp 4-component vector of float) 0:126 's3D' ( uniform lowp sampler3D) 0:126 Constant: 0:126 0.200000 0:126 0.200000 0:126 0.200000 0:126 0.200000 0:126 Constant: 0:126 1 (const int) 0:126 1 (const int) 0:126 1 (const int) 0:127 Constant: 0:127 0.000000 0:128 Sequence 0:128 move second child to first child ( temp highp float) 0:128 'x6' ( temp highp float) 0:128 textureProjGradOffset ( global lowp float, operation at highp) 0:128 's2DS' ( uniform lowp sampler2DShadow) 0:128 'invIn' ( invariant in highp 4-component vector of float) 0:128 Constant: 0:128 4.200000 0:128 4.200000 0:128 Constant: 0:128 5.300000 0:128 5.300000 0:128 Constant: 0:128 1 (const int) 0:128 1 (const int) 0:137 Function Definition: foo2349( ( global void) 0:137 Function Parameters: 0:139 Sequence 0:139 Sequence 0:139 move second child to first child ( temp 3-element array of highp float) 0:139 'x' ( temp 3-element array of highp float) 0:139 Constant: 0:139 1.000000 0:139 2.000000 0:139 3.000000 0:140 Sequence 0:140 move second child to first child ( temp 3-element array of highp float) 0:140 'y' ( temp 3-element array of highp float) 0:140 'x' ( temp 3-element array of highp float) 0:141 Sequence 0:141 move second child to first child ( temp 3-element array of highp float) 0:141 'z' ( temp 3-element array of highp float) 0:141 'x' ( temp 3-element array of highp float) 0:143 move second child to first child ( temp 3-element array of highp float) 0:143 'w' ( temp 3-element array of highp float) 0:143 'y' ( temp 3-element array of highp float) 0:155 Function Definition: gggf(f1; ( global highp int) 0:155 Function Parameters: 0:155 'f' ( in highp float) 0:155 Sequence 0:155 Branch: Return with expression 0:155 Constant: 0:155 2 (const int) 0:158 Function Definition: agggf(f1; ( global highp int) 0:158 Function Parameters: 0:158 'f' ( in highp float) 0:158 Sequence 0:158 Branch: Return with expression 0:158 Constant: 0:158 2 (const int) 0:178 Function Definition: fooDeeparray( ( global void) 0:178 Function Parameters: 0:181 Sequence 0:181 Sequence 0:180 move second child to first child ( temp 3-element array of highp float) 0:180 'x' ( temp 3-element array of highp float) 0:180 Constant: 0:180 1.000000 0:180 2.000000 0:180 3.000000 0:181 move second child to first child ( temp 4-element array of highp float) 0:181 'y' ( temp 4-element array of highp float) 0:181 Constant: 0:181 1.000000 0:181 2.000000 0:181 3.000000 0:181 4.000000 0:183 move second child to first child ( temp 3-element array of highp float) 0:183 'xp' ( temp 3-element array of highp float) 0:183 'x' ( temp 3-element array of highp float) 0:184 move second child to first child ( temp 4-element array of highp float) 0:184 'yp' ( temp 4-element array of highp float) 0:184 'y' ( temp 4-element array of highp float) 0:185 'xp' ( temp 3-element array of highp float) 0:186 'yp' ( temp 4-element array of highp float) 0:? Linker Objects 0:? 'm43' ( uniform highp 4X3 matrix of float) 0:? 'm33' ( uniform highp 3X3 matrix of float) 0:? 'm44' ( uniform highp 4X4 matrix of float) 0:? 'v3' ( in highp 3-component vector of float) 0:? 'v2' ( smooth out highp 2-component vector of float) 0:? 'bad' ( in 10-element array of highp 4-component vector of float) 0:? 'badorder' ( in highp 4-component vector of float) 0:? 'badorder2' ( invariant smooth out highp 4-component vector of float) 0:? 'badorder4' ( centroid in highp 4-component vector of float) 0:? 'badorder3' ( flat out highp 4-component vector of float) 0:? 'rep' ( smooth flat out highp 4-component vector of float) 0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float) 0:? 'rep3' ( in highp 4-component vector of float) 0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 'badsize' ( global implicitly-sized array of highp float) 0:? 'badsize2' ( global implicitly-sized array of highp float) 0:? 'ubInst' (layout( column_major shared) uniform implicitly-sized array of block{layout( column_major shared) uniform implicitly-sized array of highp int a}) 0:? 'okayA' ( global 2-element array of highp float) 0:? 'newV' ( invariant smooth out highp 3-component vector of float) 0:? 'invIn' ( invariant in highp 4-component vector of float) 0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f}) 0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23}) 0:? 's2D' ( uniform lowp sampler2D) 0:? 's3D' ( uniform lowp sampler3D) 0:? 's2DS' ( uniform lowp sampler2DShadow) 0:? 's2DAS' ( uniform lowp sampler2DArrayShadow) 0:? 'c2D' ( in highp 2-component vector of float) 0:? 'ssss' ( smooth out structure{ global highp float f}) 0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a}) 0:? 'Bfoo' ( global highp int) 0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) Linked vertex stage: Shader version: 300 ERROR: node is still EOpNull! 0:27 Function Definition: main( ( global void) 0:27 Function Parameters: 0:29 Sequence 0:29 Sequence 0:29 move second child to first child ( temp highp int) 0:29 'id' ( temp highp int) 0:29 add ( temp highp int) 0:29 'gl_VertexID' ( gl_VertexId highp int VertexId) 0:29 'gl_InstanceID' ( gl_InstanceId highp int InstanceId) 0:31 Sequence 0:31 move second child to first child ( temp highp int) 0:31 'c0' ( temp highp int) 0:31 Constant: 0:31 64 (const int) 0:32 Sequence 0:32 move second child to first child ( temp highp int) 0:32 'c1' ( temp highp int) 0:32 Constant: 0:32 128 (const int) 0:33 Sequence 0:33 move second child to first child ( temp highp int) 0:33 'c2' ( temp highp int) 0:33 Constant: 0:33 16 (const int) 0:34 Sequence 0:34 move second child to first child ( temp highp int) 0:34 'c3' ( temp highp int) 0:34 Constant: 0:34 15 (const int) 0:35 Sequence 0:35 move second child to first child ( temp highp int) 0:35 'c4' ( temp highp int) 0:35 Constant: 0:35 32 (const int) 0:36 Sequence 0:36 move second child to first child ( temp highp int) 0:36 'c5' ( temp highp int) 0:36 Constant: 0:36 80 (const int) 0:37 Sequence 0:37 move second child to first child ( temp highp int) 0:37 'c6' ( temp highp int) 0:37 Constant: 0:37 32 (const int) 0:38 Sequence 0:38 move second child to first child ( temp highp int) 0:38 'c7' ( temp highp int) 0:38 Constant: 0:38 16 (const int) 0:39 Sequence 0:39 move second child to first child ( temp highp int) 0:39 'c8' ( temp highp int) 0:39 Constant: 0:39 32 (const int) 0:40 Sequence 0:40 move second child to first child ( temp highp int) 0:40 'c9' ( temp highp int) 0:40 Constant: 0:40 -8 (const int) 0:41 Sequence 0:41 move second child to first child ( temp highp int) 0:41 'c10' ( temp highp int) 0:41 Constant: 0:41 7 (const int) 0:43 Sequence 0:43 move second child to first child ( temp highp 3X4 matrix of float) 0:43 'tm' ( temp highp 3X4 matrix of float) 0:43 transpose ( global highp 3X4 matrix of float) 0:43 'm43' ( uniform highp 4X3 matrix of float) 0:44 Sequence 0:44 move second child to first child ( temp highp float) 0:44 'dm' ( temp highp float) 0:44 determinant ( global highp float) 0:44 'm44' ( uniform highp 4X4 matrix of float) 0:45 Sequence 0:45 move second child to first child ( temp highp 3X3 matrix of float) 0:45 'im' ( temp highp 3X3 matrix of float) 0:45 inverse ( global highp 3X3 matrix of float) 0:45 'm33' ( uniform highp 3X3 matrix of float) 0:47 Sequence 0:47 move second child to first child ( temp highp 3X2 matrix of float) 0:47 'op' ( temp highp 3X2 matrix of float) 0:47 outer product ( global highp 3X2 matrix of float) 0:47 'v2' ( smooth out highp 2-component vector of float) 0:47 'v3' ( in highp 3-component vector of float) 0:49 move second child to first child ( temp highp 4-component vector of float) 0:49 'gl_Position' ( gl_Position highp 4-component vector of float Position) 0:49 direct index ( temp highp 4-component vector of float) 0:49 'm44' ( uniform highp 4X4 matrix of float) 0:49 Constant: 0:49 2 (const int) 0:50 move second child to first child ( temp highp float) 0:50 'gl_PointSize' ( gl_PointSize highp float PointSize) 0:50 direct index ( temp highp float) 0:50 'v2' ( smooth out highp 2-component vector of float) 0:50 Constant: 0:50 1 (const int) 0:52 move second child to first child ( temp highp 3-component vector of float) 0:52 c: direct index for structure ( global highp 3-component vector of float) 0:52 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:52 Constant: 0:52 0 (const int) 0:52 'v3' ( in highp 3-component vector of float) 0:53 move second child to first child ( temp highp float) 0:53 f: direct index for structure ( global highp float) 0:53 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:53 Constant: 0:53 1 (const int) 0:53 'dm' ( temp highp float) 0:68 Sequence 0:68 move second child to first child ( temp 2-element array of highp float) 0:68 'okayA' ( global 2-element array of highp float) 0:68 Constant: 0:68 3.000000 0:68 4.000000 0:? Linker Objects 0:? 'm43' ( uniform highp 4X3 matrix of float) 0:? 'm33' ( uniform highp 3X3 matrix of float) 0:? 'm44' ( uniform highp 4X4 matrix of float) 0:? 'v3' ( in highp 3-component vector of float) 0:? 'v2' ( smooth out highp 2-component vector of float) 0:? 'bad' ( in 10-element array of highp 4-component vector of float) 0:? 'badorder' ( in highp 4-component vector of float) 0:? 'badorder2' ( invariant smooth out highp 4-component vector of float) 0:? 'badorder4' ( centroid in highp 4-component vector of float) 0:? 'badorder3' ( flat out highp 4-component vector of float) 0:? 'rep' ( smooth flat out highp 4-component vector of float) 0:? 'rep2' ( centroid smooth sample out highp 4-component vector of float) 0:? 'rep3' ( in highp 4-component vector of float) 0:? 's' ( smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 'badsize' ( global 1-element array of highp float) 0:? 'badsize2' ( global 1-element array of highp float) 0:? 'ubInst' (layout( column_major shared) uniform 1-element array of block{layout( column_major shared) uniform 1-element array of highp int a}) 0:? 'okayA' ( global 2-element array of highp float) 0:? 'newV' ( invariant smooth out highp 3-component vector of float) 0:? 'invIn' ( invariant in highp 4-component vector of float) 0:? 's2' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 's3' ( invariant smooth out structure{ global highp 3-component vector of float c, global highp float f}) 0:? 'a' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp float f}) 0:? 'anon@0' (layout( column_major shared) uniform block{layout( column_major shared) uniform bool b23}) 0:? 's2D' ( uniform lowp sampler2D) 0:? 's3D' ( uniform lowp sampler3D) 0:? 's2DS' ( uniform lowp sampler2DShadow) 0:? 's2DAS' ( uniform lowp sampler2DArrayShadow) 0:? 'c2D' ( in highp 2-component vector of float) 0:? 'ssss' ( smooth out structure{ global highp float f}) 0:? 'Binst' (layout( column_major shared) uniform block{layout( column_major shared) uniform highp int a}) 0:? 'Bfoo' ( global highp int) 0:? 'B430i' (layout( column_major std430) uniform block{layout( column_major std430 offset=0) uniform highp int a}) 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)