blob: d8c9e16b2277332ff32852f5f5c5f8b369ca86cc [file] [log] [blame]
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' : required extension not requested: GL_EXT_scalar_block_layout
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: 0:189: 'num_views' : required extension not requested: Possible extensions include:
GL_OVR_multiview
GL_OVR_multiview2
ERROR: 0:193: 'gl_ViewID_OVR' : required extension not requested: Possible extensions include:
GL_OVR_multiview
GL_OVR_multiview2
ERROR: 0:198: 'num_views' : can only apply to a standalone qualifier
ERROR: 47 compilation errors. No code generated.
Shader version: 300
Requested GL_OVR_multiview
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)
0:191 Function Definition: mwErr( ( global void)
0:191 Function Parameters:
0:193 Sequence
0:193 'gl_ViewID_OVR' ( in highp uint ViewIndex)
0:201 Function Definition: mwOk( ( global void)
0:201 Function Parameters:
0:203 Sequence
0:203 'gl_ViewID_OVR' ( in highp uint ViewIndex)
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 unsized 1-element array of highp float)
0:? 'badsize2' ( global unsized 1-element array of highp float)
0:? 'ubInst' (layout( column_major shared) uniform unsized 1-element array of block{layout( column_major shared) uniform unsized 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:? 'mwUniform' ( uniform highp float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)
Linked vertex stage:
Shader version: 300
Requested GL_OVR_multiview
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:? 'mwUniform' ( uniform highp float)
0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
0:? 'gl_InstanceID' ( gl_InstanceId highp int InstanceId)