310.tese ERROR: 0:7: 'vertices' : there is no such layout identifier for this stage taking an assigned value ERROR: 0:9: 'triangles' : cannot change previously set input primitive ERROR: 0:10: 'isolines' : cannot change previously set input primitive ERROR: 0:12: 'ccw' : cannot change previously set vertex order ERROR: 0:16: 'equal_spacing' : cannot change previously set vertex spacing ERROR: 0:17: 'fractional_even_spacing' : cannot change previously set vertex spacing ERROR: 0:22: 'patch' : can only use on input in tessellation-evaluation shader ERROR: 0:26: 'barrier' : no matching overloaded function found ERROR: 0:37: 'gl_PointSize' : required extension not requested: Possible extensions include: GL_EXT_tessellation_point_size GL_OES_tessellation_point_size ERROR: 0:38: 'gl_ClipDistance' : no such field in structure ERROR: 0:38: 'expression' : left of '[' is not of type array, matrix, or vector ERROR: 0:47: 'gl_PointSize' : required extension not requested: Possible extensions include: GL_EXT_tessellation_point_size GL_OES_tessellation_point_size ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier ERROR: 0:48: 'gl_ClipDistance' : left of '[' is not of type array, matrix, or vector ERROR: 0:48: 'assign' : l-value required (can't modify a const) ERROR: 0:51: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:52: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:53: 'noperspective' : Reserved word. ERROR: 0:53: 'noperspective' : not supported with this profile: es ERROR: 0:53: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:54: 'sample' : Reserved word. ERROR: 0:54: '' : can only have one auxiliary qualifier (centroid, patch, and sample) ERROR: 0:58: 'gl_PerVertex' : block already declared with size, can't redeclare as implicitly-sized ERROR: 0:63: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use ERROR: 0:68: 'quads' : cannot apply to 'out' ERROR: 0:68: 'cw' : can only apply to 'in' ERROR: 0:69: 'triangles' : cannot apply to 'out' ERROR: 0:70: 'isolines' : cannot apply to 'out' ERROR: 0:71: 'cw' : can only apply to 'in' ERROR: 0:72: 'fractional_odd_spacing' : can only apply to 'in' ERROR: 0:73: 'equal_spacing' : can only apply to 'in' ERROR: 0:74: 'fractional_even_spacing' : can only apply to 'in' ERROR: 0:75: 'point_mode' : can only apply to 'in' ERROR: 0:77: 'in' : type must be an array: ina ERROR: 0:79: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:82: 'in' : type must be an array: bla ERROR: 0:90: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:100: 'location' : overlapping use of location 24 ERROR: 0:103: 'location' : overlapping use of location 24 ERROR: 0:105: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved ERROR: 0:113: 'sample' : Reserved word. ERROR: 0:119: 'gl_PointSize' : no such field in structure ERROR: 0:119: '=' : cannot convert from ' temp block{ in highp 4-component vector of float Position gl_Position}' to ' temp highp float' ERROR: 0:127: 'gl_BoundingBoxOES' : undeclared identifier ERROR: 44 compilation errors. No code generated. Shader version: 310 Requested GL_ARB_separate_shader_objects Requested GL_EXT_primitive_bounding_box Requested GL_EXT_shader_io_blocks Requested GL_EXT_tessellation_shader Requested GL_OES_shader_io_blocks Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:24 Function Definition: main( ( global void) 0:24 Function Parameters: 0:26 Sequence 0:26 Constant: 0:26 0.000000 0:28 Sequence 0:28 move second child to first child ( temp highp int) 0:28 'a' ( temp highp int) 0:28 Constant: 0:28 1512 (const int) 0:36 Sequence 0:36 move second child to first child ( temp highp 4-component vector of float) 0:36 'p' ( temp highp 4-component vector of float) 0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 0 (const int) 0:37 Sequence 0:37 move second child to first child ( temp highp float) 0:37 'ps' ( temp highp float) 0:37 gl_PointSize: direct index for structure ( in highp float PointSize) 0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in implicitly-sized array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 Constant: 0:37 1 (const int) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence 0:38 move second child to first child ( temp highp float) 0:38 'cd' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:40 Sequence 0:40 move second child to first child ( temp highp int) 0:40 'pvi' ( temp highp int) 0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:41 Sequence 0:41 move second child to first child ( temp highp int) 0:41 'pid' ( temp highp int) 0:41 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:42 Sequence 0:42 move second child to first child ( temp highp 3-component vector of float) 0:42 'tc' ( temp highp 3-component vector of float) 0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord) 0:43 Sequence 0:43 move second child to first child ( temp highp float) 0:43 'tlo' ( temp highp float) 0:43 direct index ( patch temp highp float TessLevelOuter) 0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter) 0:43 Constant: 0:43 3 (const int) 0:44 Sequence 0:44 move second child to first child ( temp highp float) 0:44 'tli' ( temp highp float) 0:44 direct index ( patch temp highp float TessLevelInner) 0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner) 0:44 Constant: 0:44 1 (const int) 0:46 move second child to first child ( temp highp 4-component vector of float) 0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:46 Constant: 0:46 0 (const uint) 0:46 'p' ( temp highp 4-component vector of float) 0:47 move second child to first child ( temp highp float) 0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) 0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:47 Constant: 0:47 1 (const uint) 0:47 'ps' ( temp highp float) 0:48 move second child to first child ( temp highp float) 0:48 Constant: 0:48 0.000000 0:48 'cd' ( temp highp float) 0:117 Function Definition: pointSize2( ( global void) 0:117 Function Parameters: 0:? Sequence 0:120 move second child to first child ( temp highp float) 0:120 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) 0:120 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:120 Constant: 0:120 1 (const uint) 0:120 'ps' ( temp highp float) 0:125 Function Definition: bbbad( ( global void) 0:125 Function Parameters: 0:127 Sequence 0:127 'gl_BoundingBoxOES' ( temp float) 0:? Linker Objects 0:? 'patchIn' ( patch in highp 4-component vector of float) 0:? 'patchOut' ( patch out highp 4-component vector of float) 0:? 'badp1' ( smooth patch in highp 4-component vector of float) 0:? 'badp2' ( flat patch in highp 4-component vector of float) 0:? 'badp3' ( noperspective patch in highp 4-component vector of float) 0:? 'badp4' ( patch sample in highp 3-component vector of float) 0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position}) 0:? 'ina' ( in highp 2-component vector of float) 0:? 'inb' ( in 32-element array of highp 2-component vector of float) 0:? 'inc' ( in 32-element array of highp 2-component vector of float) 0:? 'ind' ( in 32-element array of highp 2-component vector of float) 0:? 'bla' ( in block{ in highp int f}) 0:? 'blb' ( in 32-element array of block{ in highp int f}) 0:? 'blc' ( in 32-element array of block{ in highp int f}) 0:? 'bld' ( in 32-element array of block{ in highp int f}) 0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float) 0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float) 0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float) 0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float) 0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float) 0:? 'pinbi' ( patch in block{ in highp int a}) 0:? 'myColor2' ( centroid out highp 3-component vector of float) 0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) 0:? 'perSampleColor' ( sample out highp 4-component vector of float) Linked tessellation evaluation stage: Shader version: 310 Requested GL_ARB_separate_shader_objects Requested GL_EXT_primitive_bounding_box Requested GL_EXT_shader_io_blocks Requested GL_EXT_tessellation_shader Requested GL_OES_shader_io_blocks Requested GL_OES_tessellation_point_size Requested GL_OES_tessellation_shader input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:24 Function Definition: main( ( global void) 0:24 Function Parameters: 0:26 Sequence 0:26 Constant: 0:26 0.000000 0:28 Sequence 0:28 move second child to first child ( temp highp int) 0:28 'a' ( temp highp int) 0:28 Constant: 0:28 1512 (const int) 0:36 Sequence 0:36 move second child to first child ( temp highp 4-component vector of float) 0:36 'p' ( temp highp 4-component vector of float) 0:36 gl_Position: direct index for structure ( in highp 4-component vector of float Position) 0:36 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:36 Constant: 0:36 1 (const int) 0:36 Constant: 0:36 0 (const int) 0:37 Sequence 0:37 move second child to first child ( temp highp float) 0:37 'ps' ( temp highp float) 0:37 gl_PointSize: direct index for structure ( in highp float PointSize) 0:37 direct index ( temp block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position, in highp float PointSize gl_PointSize, in highp 4-component vector of float gl_SecondaryPositionNV, in 1-element array of highp 4-component vector of float gl_PositionPerViewNV}) 0:37 Constant: 0:37 1 (const int) 0:37 Constant: 0:37 1 (const int) 0:38 Sequence 0:38 move second child to first child ( temp highp float) 0:38 'cd' ( temp highp float) 0:38 Constant: 0:38 0.000000 0:40 Sequence 0:40 move second child to first child ( temp highp int) 0:40 'pvi' ( temp highp int) 0:40 'gl_PatchVerticesIn' ( in highp int PatchVertices) 0:41 Sequence 0:41 move second child to first child ( temp highp int) 0:41 'pid' ( temp highp int) 0:41 'gl_PrimitiveID' ( in highp int PrimitiveID) 0:42 Sequence 0:42 move second child to first child ( temp highp 3-component vector of float) 0:42 'tc' ( temp highp 3-component vector of float) 0:42 'gl_TessCoord' ( in highp 3-component vector of float TessCoord) 0:43 Sequence 0:43 move second child to first child ( temp highp float) 0:43 'tlo' ( temp highp float) 0:43 direct index ( patch temp highp float TessLevelOuter) 0:43 'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter) 0:43 Constant: 0:43 3 (const int) 0:44 Sequence 0:44 move second child to first child ( temp highp float) 0:44 'tli' ( temp highp float) 0:44 direct index ( patch temp highp float TessLevelInner) 0:44 'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner) 0:44 Constant: 0:44 1 (const int) 0:46 move second child to first child ( temp highp 4-component vector of float) 0:46 gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position) 0:46 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:46 Constant: 0:46 0 (const uint) 0:46 'p' ( temp highp 4-component vector of float) 0:47 move second child to first child ( temp highp float) 0:47 gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize) 0:47 'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position, gl_PointSize highp float PointSize gl_PointSize}) 0:47 Constant: 0:47 1 (const uint) 0:47 'ps' ( temp highp float) 0:48 move second child to first child ( temp highp float) 0:48 Constant: 0:48 0.000000 0:48 'cd' ( temp highp float) 0:? Linker Objects 0:? 'patchIn' ( patch in highp 4-component vector of float) 0:? 'patchOut' ( patch out highp 4-component vector of float) 0:? 'badp1' ( smooth patch in highp 4-component vector of float) 0:? 'badp2' ( flat patch in highp 4-component vector of float) 0:? 'badp3' ( noperspective patch in highp 4-component vector of float) 0:? 'badp4' ( patch sample in highp 3-component vector of float) 0:? 'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position}) 0:? 'ina' ( in highp 2-component vector of float) 0:? 'inb' ( in 32-element array of highp 2-component vector of float) 0:? 'inc' ( in 32-element array of highp 2-component vector of float) 0:? 'ind' ( in 32-element array of highp 2-component vector of float) 0:? 'bla' ( in block{ in highp int f}) 0:? 'blb' ( in 32-element array of block{ in highp int f}) 0:? 'blc' ( in 32-element array of block{ in highp int f}) 0:? 'bld' ( in 32-element array of block{ in highp int f}) 0:? 'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float) 0:? 'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float) 0:? 'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float) 0:? 'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float) 0:? 'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float) 0:? 'pinbi' ( patch in block{ in highp int a}) 0:? 'myColor2' ( centroid out highp 3-component vector of float) 0:? 'centr' ( centroid in 32-element array of highp 3-component vector of float) 0:? 'perSampleColor' ( sample out highp 4-component vector of float)