330.frag ERROR: 0:27: 'block declaration' : cannot redeclare block: gl_block ERROR: 0:31: 'gl_name' : identifiers starting with "gl_" are reserved ERROR: 0:32: 'gl_i' : identifiers starting with "gl_" are reserved ERROR: 0:35: 'gl_in' : no declaration found for redeclaration ERROR: 0:39: 'gl_FragCoord' : cannot redeclare a non block as a block ERROR: 0:44: 'non-literal layout-id value' : not supported for this version or the enabled extensions ERROR: 0:44: 'layout-id value' : cannot be negative ERROR: 0:45: 'non-literal layout-id value' : not supported for this version or the enabled extensions ERROR: 0:46: 'layout-id value' : scalar integer expression required ERROR: 0:46: 'location' : location is too large ERROR: 0:47: 'non-literal layout-id value' : not supported for this version or the enabled extensions ERROR: 0:48: 'non-literal layout-id value' : not supported for this version or the enabled extensions ERROR: 0:52: 'f2' : cannot use layout qualifiers on structure members ERROR: 0:57: 'location on block member' : not supported for this version or the enabled extensions ERROR: 0:62: 'location on block member' : can only use in an in/out block ERROR: 0:62: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions ERROR: 0:60: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions ERROR: 0:68: 'layout-id value' : cannot be negative ERROR: 0:69: 'layout-id value' : cannot be negative ERROR: 0:76: 'f2' : cannot use layout qualifiers on structure members ERROR: 0:91: 'location on block member' : can only use in an in/out block ERROR: 0:91: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions ERROR: 0:91: 'location' : overlapping use of location 3 ERROR: 0:89: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions ERROR: 0:94: 'location' : either the block needs a location, or all members need a location, or no members have a location ERROR: 0:108: 'A' : cannot use layout qualifiers on structure members ERROR: 0:119: 'location' : overlapping use of location 44 ERROR: 0:122: 'index' : can only be used with an explicit location ERROR: 0:124: 'location' : overlapping use of location 0 ERROR: 0:125: 'index' : can only be used on an output ERROR: 0:126: 'index' : can only be used on an output ERROR: 0:126: 'location/component/index' : cannot declare a default, use a full declaration ERROR: 0:127: 'location/component/index' : cannot declare a default, use a full declaration ERROR: 0:128: 'output block' : not supported in this stage: fragment ERROR: 0:140: 'textureQueryLod' : no matching overloaded function found ERROR: 0:140: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:141: 'textureQueryLod' : no matching overloaded function found ERROR: 0:141: 'assign' : cannot convert from ' const float' to ' temp 2-component vector of float' ERROR: 0:152: 'index' : value must be 0 or 1 ERROR: 39 compilation errors. No code generated. Shader version: 330 Requested GL_ARB_enhanced_layouts Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:10 'varyingVar' ( smooth in 4-component vector of float) 0:11 move second child to first child ( temp 4-component vector of float) 0:11 direct index ( temp 4-component vector of float FragData) 0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) 0:11 'inVar' ( smooth in 4-component vector of float) 0:12 Sequence 0:12 move second child to first child ( temp int) 0:12 'buffer' ( temp int) 0:12 Constant: 0:12 4 (const int) 0:21 Function Definition: foo( ( global void) 0:21 Function Parameters: 0:23 Sequence 0:23 Sequence 0:23 move second child to first child ( temp 4-component vector of float) 0:23 'c' ( temp 4-component vector of float) 0:23 gl_Color: direct index for structure ( in 4-component vector of float Color) 0:23 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) 0:23 Constant: 0:23 2 (const uint) 0:24 move second child to first child ( temp 4-component vector of float) 0:24 'outVar' (layout( location=0 index=0) out 4-component vector of float) 0:24 'inVar' ( smooth in 4-component vector of float) 0:133 Function Definition: qlod( ( global void) 0:133 Function Parameters: 0:? Sequence 0:140 'lod' ( temp 2-component vector of float) 0:141 'lod' ( temp 2-component vector of float) 0:147 Function Definition: fooKeyMem( ( global void) 0:147 Function Parameters: 0:149 Sequence 0:149 precise: direct index for structure ( global int) 0:149 'KeyMem' ( global structure{ global int precise}) 0:149 Constant: 0:149 0 (const int) 0:? Linker Objects 0:? 'inVar' ( smooth in 4-component vector of float) 0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float) 0:? 'varyingVar' ( smooth in 4-component vector of float) 0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) 0:? 'gl_name' ( in block{ in int gl_i}) 0:? 'start' ( const int) 0:? 6 (const int) 0:? 'v1' ( smooth in 4-component vector of float) 0:? 'v2' (layout( location=8) smooth in 4-component vector of float) 0:? 'v20' ( smooth in 4-component vector of float) 0:? 'v21' (layout( location=60) smooth in float) 0:? 'v22' (layout( location=2) smooth in float) 0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2}) 0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) 0:? 'v3' (layout( location=6) smooth in 4-component vector of float) 0:? 'v4' ( smooth in 4-component vector of float) 0:? 'v5' ( smooth in 4-component vector of float) 0:? 'v6' (layout( location=30) smooth in 4-component vector of float) 0:? 'v23' (layout( location=61) smooth in float) 0:? 'v24' (layout( location=62) smooth in float) 0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5}) 0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) 0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2}) 0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) 0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) 0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k}) 0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float) 0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float) 0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float) 0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float) 0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'samp2Ds' ( uniform sampler2DShadow) 0:? 'precise' ( global int) 0:? 'KeyMem' ( global structure{ global int precise}) 0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float) Linked fragment stage: ERROR: Linking fragment stage: Cannot use gl_FragColor or gl_FragData when using user-defined outputs ERROR: Linking fragment stage: Cannot use both gl_FragColor and gl_FragData Shader version: 330 Requested GL_ARB_enhanced_layouts Requested GL_ARB_separate_shader_objects ERROR: node is still EOpNull! 0:8 Function Definition: main( ( global void) 0:8 Function Parameters: 0:10 Sequence 0:10 move second child to first child ( temp 4-component vector of float) 0:10 'gl_FragColor' ( fragColor 4-component vector of float FragColor) 0:10 'varyingVar' ( smooth in 4-component vector of float) 0:11 move second child to first child ( temp 4-component vector of float) 0:11 direct index ( temp 4-component vector of float FragData) 0:11 'gl_FragData' ( fragColor 32-element array of 4-component vector of float FragData) 0:11 Constant: 0:11 1 (const int) 0:11 'inVar' ( smooth in 4-component vector of float) 0:12 Sequence 0:12 move second child to first child ( temp int) 0:12 'buffer' ( temp int) 0:12 Constant: 0:12 4 (const int) 0:? Linker Objects 0:? 'inVar' ( smooth in 4-component vector of float) 0:? 'outVar' (layout( location=0 index=0) out 4-component vector of float) 0:? 'varyingVar' ( smooth in 4-component vector of float) 0:? 'anon@0' ( in block{ in 4-component vector of float Color gl_Color, }) 0:? 'gl_name' ( in block{ in int gl_i}) 0:? 'start' ( const int) 0:? 6 (const int) 0:? 'v1' ( smooth in 4-component vector of float) 0:? 'v2' (layout( location=8) smooth in 4-component vector of float) 0:? 'v20' ( smooth in 4-component vector of float) 0:? 'v21' (layout( location=60) smooth in float) 0:? 'v22' (layout( location=2) smooth in float) 0:? 'anon@1' ( in block{layout( location=1) in float f1, layout( location=3) in float f2}) 0:? 'uinst' (layout( location=1 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) 0:? 'v3' (layout( location=6) smooth in 4-component vector of float) 0:? 'v4' ( smooth in 4-component vector of float) 0:? 'v5' ( smooth in 4-component vector of float) 0:? 'v6' (layout( location=30) smooth in 4-component vector of float) 0:? 'v23' (layout( location=61) smooth in float) 0:? 'v24' (layout( location=62) smooth in float) 0:? 'ininst2' ( in block{layout( location=28) in bool b1, layout( location=29) in float f1, layout( location=25) in float f2, layout( location=26) in 4-component vector of float f3, layout( location=21) in structure{ global float f1, temp float f2} s2, layout( location=23) in 4-component vector of float f4, layout( location=24) in 4-component vector of float f5}) 0:? 'uinst2' (layout( location=13 column_major shared) uniform block{layout( column_major shared) uniform float f1, layout( location=3 column_major shared) uniform float f2}) 0:? 'in3' ( in block{ in float f1, layout( location=40) in float f2}) 0:? 'in4' ( in block{layout( location=50) in float f1, layout( location=51) in float f2}) 0:? 's' (layout( location=33) smooth in structure{ global 3-component vector of float a, global 2X2 matrix of float b, global 2-element array of 4-component vector of float c, temp 2-component vector of float A}) 0:? 'anon@2' ( in block{layout( location=44) in 4-component vector of float d, layout( location=45) in 4-component vector of float e, layout( location=47) in 4-component vector of float f, layout( location=48) in 4-component vector of float g, layout( location=41) in 4-component vector of float h, layout( location=42) in 4-component vector of float i, layout( location=43) in 4-component vector of float j, layout( location=44) in 4-component vector of float k}) 0:? 'outVar2' (layout( location=4095 index=0) out 4-component vector of float) 0:? 'outVar3' (layout( location=0 index=1) out 4-component vector of float) 0:? 'outVar4' (layout( location=0 index=1) out 4-component vector of float) 0:? 'indexIn' (layout( location=27 index=0) smooth in 4-component vector of float) 0:? 'indexBlockI' (layout( location=26 index=0) out block{ out int a}) 0:? 'samp1D' ( uniform sampler1D) 0:? 'samp2Ds' ( uniform sampler2DShadow) 0:? 'precise' ( global int) 0:? 'KeyMem' ( global structure{ global int precise}) 0:? 'outIndex2' (layout( location=28 index=0) out 4-component vector of float)