420.tesc ERROR: 0:7: 'vertices' : inconsistent output number of vertices for array size of gl_out ERROR: 0:11: 'vertices' : inconsistent output number of vertices for array size of a ERROR: 0:12: 'vertices' : inconsistent output number of vertices for array size of outb ERROR: 0:26: 'gl_PointSize' : no such field in structure ERROR: 0:26: 'assign' : cannot convert from ' temp float' to ' temp block{ out 4-component vector of float Position gl_Position}' ERROR: 0:29: 'out' : type must be an array: outf ERROR: 0:43: 'vertices' : must be greater than 0 ERROR: 7 compilation errors. No code generated. Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'p' ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'ps' ( temp float) 0:18 gl_PointSize: direct index for structure ( in float PointSize) 0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'cd' ( temp float) 0:19 direct index ( temp float ClipDistance) 0:19 gl_ClipDistance: direct index for structure ( in implicitly-sized array of float ClipDistance) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'pvi' ( temp int) 0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'pid' ( temp int) 0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'iid' ( temp int) 0:23 'gl_InvocationID' ( in int InvocationID) 0:25 move second child to first child ( temp 4-component vector of float) 0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) 0:25 'p' ( temp 4-component vector of float) 0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_InvocationID' ( in int InvocationID) 0:34 Function Definition: foo( ( global void) 0:34 Function Parameters: 0:36 Sequence 0:36 Test condition and select ( temp void) 0:36 Condition 0:36 logical-or ( temp bool) 0:36 Compare Not Equal ( temp bool) 0:36 Constant: 0:36 -0.625000 0:36 -0.500000 0:36 -0.375000 0:36 -0.250000 0:36 -0.375000 0:36 -0.250000 0:36 -0.125000 0:36 0.000000 0:36 direct index (layout( location=0) temp 2X4 matrix of double) 0:36 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:36 Constant: 0:36 0 (const int) 0:37 Compare Not Equal ( temp bool) 0:37 Constant: 0:37 0.375000 0:37 0.500000 0:37 0.625000 0:37 0.750000 0:37 0.625000 0:37 0.750000 0:37 0.875000 0:37 -0.625000 0:37 direct index (layout( location=12) temp 2X4 matrix of double) 0:37 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) 0:37 Constant: 0:37 0 (const int) 0:36 true case is null 0:? Linker Objects 0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:? 'a' ( out 3-element array of int) 0:? 'outb' ( out 5-element array of int) 0:? 'outc' ( out 4-element array of int) 0:? 'outf' ( out float) 0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double) Linked tessellation control stage: Shader version: 420 Requested GL_ARB_separate_shader_objects vertices = 4 ERROR: node is still EOpNull! 0:15 Function Definition: main( ( global void) 0:15 Function Parameters: 0:17 Sequence 0:17 Sequence 0:17 move second child to first child ( temp 4-component vector of float) 0:17 'p' ( temp 4-component vector of float) 0:17 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:17 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:17 Constant: 0:17 1 (const int) 0:17 Constant: 0:17 0 (const int) 0:18 Sequence 0:18 move second child to first child ( temp float) 0:18 'ps' ( temp float) 0:18 gl_PointSize: direct index for structure ( in float PointSize) 0:18 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:18 Constant: 0:18 1 (const int) 0:18 Constant: 0:18 1 (const int) 0:19 Sequence 0:19 move second child to first child ( temp float) 0:19 'cd' ( temp float) 0:19 direct index ( temp float ClipDistance) 0:19 gl_ClipDistance: direct index for structure ( in 3-element array of float ClipDistance) 0:19 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 'gl_in' ( in 32-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 3-element array of float ClipDistance gl_ClipDistance}) 0:19 Constant: 0:19 1 (const int) 0:19 Constant: 0:19 2 (const int) 0:19 Constant: 0:19 2 (const int) 0:21 Sequence 0:21 move second child to first child ( temp int) 0:21 'pvi' ( temp int) 0:21 'gl_PatchVerticesIn' ( in int PatchVertices) 0:22 Sequence 0:22 move second child to first child ( temp int) 0:22 'pid' ( temp int) 0:22 'gl_PrimitiveID' ( in int PrimitiveID) 0:23 Sequence 0:23 move second child to first child ( temp int) 0:23 'iid' ( temp int) 0:23 'gl_InvocationID' ( in int InvocationID) 0:25 move second child to first child ( temp 4-component vector of float) 0:25 gl_Position: direct index for structure ( out 4-component vector of float Position) 0:25 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:25 'gl_InvocationID' ( in int InvocationID) 0:25 Constant: 0:25 0 (const int) 0:25 'p' ( temp 4-component vector of float) 0:26 indirect index ( temp block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:26 'gl_InvocationID' ( in int InvocationID) 0:? Linker Objects 0:? 'gl_out' ( out 3-element array of block{ out 4-component vector of float Position gl_Position}) 0:? 'a' ( out 3-element array of int) 0:? 'outb' ( out 5-element array of int) 0:? 'outc' ( out 4-element array of int) 0:? 'outf' ( out float) 0:? 'vs_tcs_first' (layout( location=0) in 32-element array of 2X4 matrix of double) 0:? 'vs_tcs_last' (layout( location=12) in 32-element array of 2X4 matrix of double)