400.frag
ERROR: 0:18: 'textureGatherOffsets(...)' : must be a compile-time constant: offsets argument
ERROR: 0:22: 'textureGatherOffset(...)' : must be a compile-time constant: component argument
ERROR: 0:23: 'textureGatherOffset(...)' : must be 0, 1, 2, or 3: component argument
ERROR: 0:30: 'location qualifier on input' : not supported for this version or the enabled extensions 
ERROR: 0:38: 'location qualifier on uniform or buffer' : not supported for this version or the enabled extensions 
ERROR: 0:40: 'gl_Color' : identifiers starting with "gl_" are reserved 
ERROR: 0:41: 'redeclaration' : cannot change qualification of gl_ClipDistance
ERROR: 0:43: 'gl_FragCoord' : cannot redeclare after use 
ERROR: 0:51: 'texel offset' : argument must be compile-time constant 
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:53: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:54: 'texel offset' : value is out of range: [gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset]
ERROR: 0:57: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'patch' : not supported in this stage: fragment
ERROR: 0:58: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output 
ERROR: 0:73: 'dFdxFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:74: 'dFdyCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthCoarse' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:75: 'fwidthFine' : required extension not requested: GL_ARB_derivative_control
ERROR: 0:104: 'centroid/sample/patch' : can't use auxiliary qualifier on a fragment output 
ERROR: 0:123: 'interpolateAtCentroid' : no matching overloaded function found 
ERROR: 0:125: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:127: 'interpolateAtSample' : no matching overloaded function found 
ERROR: 0:132: 'interpolateAtOffset' : no matching overloaded function found 
ERROR: 0:134: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:135: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:136: 'interpolateAtOffset' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:139: 'interpolateAtCentroid' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:140: 'interpolateAtSample' : first argument must be an interpolant, or interpolant-array element 
ERROR: 0:183: 'textureQueryLod' : no matching overloaded function found 
ERROR: 0:183: 'assign' :  cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:184: 'textureQueryLod' : no matching overloaded function found 
ERROR: 0:184: 'assign' :  cannot convert from ' const float' to ' temp 2-component vector of float'
ERROR: 0:197: 'subroutine' : feature not yet implemented 
ERROR: 0:197: '' : default qualifier requires 'uniform', 'buffer', 'in', 'out' or 'shared' storage qualification 
ERROR: 0:198: 'subroutine' : feature not yet implemented 
ERROR: 0:199: 'subroutine' : feature not yet implemented 
ERROR: 0:201: '' :  syntax error, unexpected PRECISE, expecting IDENTIFIER
ERROR: 39 compilation errors.  No code generated.


Shader version: 400
Requested GL_ARB_derivative_control
Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:?     Sequence
0:13      move second child to first child ( temp 4-component vector of float)
0:13        'v' ( temp 4-component vector of float)
0:13        texture ( global 4-component vector of float)
0:13          indirect index ( temp sampler2D)
0:13            'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13            'i' ( flat in int)
0:13          'c2D' ( smooth in 2-component vector of float)
0:14      move second child to first child ( temp float)
0:14        direct index ( temp float)
0:14          'outp' ( out 4-component vector of float)
0:14          Constant:
0:14            0 (const int)
0:14        direct index ( smooth temp float ClipDistance)
0:14          'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14          Constant:
0:14            1 (const int)
0:18      Sequence
0:18        move second child to first child ( temp 4-component vector of uint)
0:18          'uv4' ( temp 4-component vector of uint)
0:18          textureGatherOffsets ( global 4-component vector of uint)
0:18            'samp2dr' ( uniform usampler2DRect)
0:18            'c2D' ( smooth in 2-component vector of float)
0:18            'offsets' ( temp 4-element array of 2-component vector of int)
0:18            Constant:
0:18              2 (const int)
0:19      move second child to first child ( temp 4-component vector of uint)
0:19        'uv4' ( temp 4-component vector of uint)
0:19        textureGatherOffsets ( global 4-component vector of uint)
0:19          'samp2dr' ( uniform usampler2DRect)
0:19          'c2D' ( smooth in 2-component vector of float)
0:19          Constant:
0:19            1 (const int)
0:19            2 (const int)
0:19            3 (const int)
0:19            4 (const int)
0:19            15 (const int)
0:19            16 (const int)
0:19            -2 (const int)
0:19            0 (const int)
0:19          Constant:
0:19            2 (const int)
0:20      Sequence
0:20        move second child to first child ( temp 4-component vector of float)
0:20          'v4' ( temp 4-component vector of float)
0:20          textureGather ( global 4-component vector of float)
0:20            direct index ( temp sampler2D)
0:20              'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20              Constant:
0:20                0 (const int)
0:20            'c2D' ( smooth in 2-component vector of float)
0:21      Sequence
0:21        move second child to first child ( temp 4-component vector of int)
0:21          'iv4' ( temp 4-component vector of int)
0:21          textureGatherOffset ( global 4-component vector of int)
0:21            'isamp2DA' ( uniform isampler2DArray)
0:21            Constant:
0:21              0.100000
0:21              0.100000
0:21              0.100000
0:21            Constant:
0:21              1 (const int)
0:21              1 (const int)
0:21            Constant:
0:21              3 (const int)
0:22      move second child to first child ( temp 4-component vector of int)
0:22        'iv4' ( temp 4-component vector of int)
0:22        textureGatherOffset ( global 4-component vector of int)
0:22          'isamp2DA' ( uniform isampler2DArray)
0:22          Constant:
0:22            0.100000
0:22            0.100000
0:22            0.100000
0:22          Constant:
0:22            1 (const int)
0:22            1 (const int)
0:22          'i' ( flat in int)
0:23      move second child to first child ( temp 4-component vector of int)
0:23        'iv4' ( temp 4-component vector of int)
0:23        textureGatherOffset ( global 4-component vector of int)
0:23          'isamp2DA' ( uniform isampler2DArray)
0:23          Constant:
0:23            0.100000
0:23            0.100000
0:23            0.100000
0:23          Constant:
0:23            1 (const int)
0:23            1 (const int)
0:23          Constant:
0:23            4 (const int)
0:24      move second child to first child ( temp 4-component vector of int)
0:24        'iv4' ( temp 4-component vector of int)
0:24        textureGatherOffset ( global 4-component vector of int)
0:24          'isamp2DA' ( uniform isampler2DArray)
0:24          Constant:
0:24            0.100000
0:24            0.100000
0:24            0.100000
0:24          Constant:
0:24            1 (const int)
0:24            1 (const int)
0:24          Constant:
0:24            3 (const int)
0:25      move second child to first child ( temp 4-component vector of int)
0:25        'iv4' ( temp 4-component vector of int)
0:25        textureGatherOffset ( global 4-component vector of int)
0:25          'isamp2DA' ( uniform isampler2DArray)
0:25          Constant:
0:25            0.100000
0:25            0.100000
0:25            0.100000
0:25          Construct ivec2 ( temp 2-component vector of int)
0:25            'i' ( flat in int)
0:27      Sequence
0:27        move second child to first child ( temp 4-component vector of float)
0:27          'c' ( temp 4-component vector of float)
0:27          'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:47  Function Definition: foo23( ( global void)
0:47    Function Parameters: 
0:?     Sequence
0:51      textureProjGradOffset ( global float)
0:51        'u2drs' ( uniform sampler2DRectShadow)
0:51        'outp' ( out 4-component vector of float)
0:51        Constant:
0:51          0.000000
0:51          0.000000
0:51        Constant:
0:51          0.000000
0:51          0.000000
0:51        Convert float to int ( temp 2-component vector of int)
0:51          'c2D' ( smooth in 2-component vector of float)
0:52      textureProjGradOffset ( global float)
0:52        'u2drs' ( uniform sampler2DRectShadow)
0:52        'outp' ( out 4-component vector of float)
0:52        Constant:
0:52          0.000000
0:52          0.000000
0:52        Constant:
0:52          0.000000
0:52          0.000000
0:52        Constant:
0:52          3 (const int)
0:52          4 (const int)
0:53      textureProjGradOffset ( global float)
0:53        'u2drs' ( uniform sampler2DRectShadow)
0:53        'outp' ( out 4-component vector of float)
0:53        Constant:
0:53          0.000000
0:53          0.000000
0:53        Constant:
0:53          0.000000
0:53          0.000000
0:53        Constant:
0:53          15 (const int)
0:53          16 (const int)
0:54      textureProjGradOffset ( global float)
0:54        'u2drs' ( uniform sampler2DRectShadow)
0:54        'outp' ( out 4-component vector of float)
0:54        Constant:
0:54          0.000000
0:54          0.000000
0:54        Constant:
0:54          0.000000
0:54          0.000000
0:54        Constant:
0:54          -10 (const int)
0:54          20 (const int)
0:60  Function Definition: foo24( ( global void)
0:60    Function Parameters: 
0:?     Sequence
0:63      move second child to first child ( temp 3-component vector of double)
0:63        'df' ( temp 3-component vector of double)
0:63        modf ( global 3-component vector of double)
0:63          Convert float to double ( temp 3-component vector of double)
0:63            vector swizzle ( temp 3-component vector of float)
0:63              'outp' ( out 4-component vector of float)
0:63              Sequence
0:63                Constant:
0:63                  0 (const int)
0:63                Constant:
0:63                  1 (const int)
0:63                Constant:
0:63                  2 (const int)
0:63          'di' ( temp 3-component vector of double)
0:71  Function Definition: foodc1( ( global void)
0:71    Function Parameters: 
0:73    Sequence
0:73      Sequence
0:73        move second child to first child ( temp 2-component vector of float)
0:73          'v2' ( temp 2-component vector of float)
0:73          dPdxFine ( global 2-component vector of float)
0:73            'in2' ( smooth in 2-component vector of float)
0:74      Sequence
0:74        move second child to first child ( temp 3-component vector of float)
0:74          'v3' ( temp 3-component vector of float)
0:74          dPdyCoarse ( global 3-component vector of float)
0:74            'in3' ( smooth in 3-component vector of float)
0:75      Sequence
0:75        move second child to first child ( temp 4-component vector of float)
0:75          'v4' ( temp 4-component vector of float)
0:75          add ( temp 4-component vector of float)
0:75            fwidthCoarse ( global 4-component vector of float)
0:75              'in4' ( smooth in 4-component vector of float)
0:75            fwidthFine ( global 4-component vector of float)
0:75              'in4' ( smooth in 4-component vector of float)
0:80  Function Definition: foodc2( ( global void)
0:80    Function Parameters: 
0:82    Sequence
0:82      Sequence
0:82        move second child to first child ( temp 2-component vector of float)
0:82          'v2' ( temp 2-component vector of float)
0:82          dPdxFine ( global 2-component vector of float)
0:82            'in2' ( smooth in 2-component vector of float)
0:83      Sequence
0:83        move second child to first child ( temp 3-component vector of float)
0:83          'v3' ( temp 3-component vector of float)
0:83          dPdyCoarse ( global 3-component vector of float)
0:83            'in3' ( smooth in 3-component vector of float)
0:84      Sequence
0:84        move second child to first child ( temp 4-component vector of float)
0:84          'v4' ( temp 4-component vector of float)
0:84          add ( temp 4-component vector of float)
0:84            fwidthCoarse ( global 4-component vector of float)
0:84              'in4' ( smooth in 4-component vector of float)
0:84            fwidthFine ( global 4-component vector of float)
0:84              'in4' ( smooth in 4-component vector of float)
0:89      move second child to first child ( temp 2-component vector of float)
0:89        'v2' ( temp 2-component vector of float)
0:89        frexp ( global 2-component vector of float)
0:89          'v2' ( temp 2-component vector of float)
0:89          'i2' ( temp 2-component vector of int)
0:90      move second child to first child ( temp 3-component vector of float)
0:90        'v3' ( temp 3-component vector of float)
0:90        ldexp ( global 3-component vector of float)
0:90          'v3' ( temp 3-component vector of float)
0:90          'i3' ( temp 3-component vector of int)
0:92      move second child to first child ( temp uint)
0:92        'u1' ( temp uint)
0:92        PackUnorm4x8 ( global uint)
0:92          'v4' ( temp 4-component vector of float)
0:93      move second child to first child ( temp uint)
0:93        'u1' ( temp uint)
0:93        PackSnorm4x8 ( global uint)
0:93          'v4' ( temp 4-component vector of float)
0:94      move second child to first child ( temp 4-component vector of float)
0:94        'v4' ( temp 4-component vector of float)
0:94        UnpackUnorm4x8 ( global 4-component vector of float)
0:94          'u1' ( temp uint)
0:95      move second child to first child ( temp 4-component vector of float)
0:95        'v4' ( temp 4-component vector of float)
0:95        UnpackSnorm4x8 ( global 4-component vector of float)
0:95          'u1' ( temp uint)
0:99      move second child to first child ( temp double)
0:99        'd' ( temp double)
0:99        PackDouble2x32 ( global double)
0:99          'u2' ( temp 2-component vector of uint)
0:100      move second child to first child ( temp 2-component vector of uint)
0:100        'u2' ( temp 2-component vector of uint)
0:100        UnpackDouble2x32 ( global 2-component vector of uint)
0:100          'd' ( temp double)
0:117  Function Definition: interp( ( global void)
0:117    Function Parameters: 
0:119    Sequence
0:119      interpolateAtCentroid ( global 2-component vector of float)
0:119        'colorfc' ( centroid flat in 2-component vector of float)
0:120      interpolateAtCentroid ( global 4-component vector of float)
0:120        'colorSampIn' ( smooth sample in 4-component vector of float)
0:121      interpolateAtCentroid ( global 4-component vector of float)
0:121        'colorfsi' ( noperspective in 4-component vector of float)
0:122      interpolateAtCentroid ( global float)
0:122        'scalarIn' ( smooth in float)
0:123      Constant:
0:123        0.000000
0:124      interpolateAtCentroid ( global 3-component vector of float)
0:124        direct index ( smooth sample temp 3-component vector of float)
0:124          'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:124          Constant:
0:124            2 (const int)
0:125      interpolateAtCentroid ( global 2-component vector of float)
0:125        vector swizzle ( temp 2-component vector of float)
0:125          direct index ( smooth sample temp 3-component vector of float)
0:125            'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:125            Constant:
0:125              2 (const int)
0:125          Sequence
0:125            Constant:
0:125              0 (const int)
0:125            Constant:
0:125              1 (const int)
0:127      Constant:
0:127        0.000000
0:128      interpolateAtSample ( global 3-component vector of float)
0:128        indirect index ( smooth sample temp 3-component vector of float)
0:128          'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:128          'i' ( flat in int)
0:128        Constant:
0:128          0 (const int)
0:129      interpolateAtSample ( global float)
0:129        x: direct index for structure ( global float)
0:129          's1' ( smooth in structure{ global float x})
0:129          Constant:
0:129            0 (const int)
0:129        Constant:
0:129          2 (const int)
0:130      interpolateAtSample ( global float)
0:130        'scalarIn' ( smooth in float)
0:130        Constant:
0:130          1 (const int)
0:132      Constant:
0:132        0.000000
0:133      interpolateAtOffset ( global 3-component vector of float)
0:133        direct index ( smooth sample temp 3-component vector of float)
0:133          'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:133          Constant:
0:133            2 (const int)
0:133        Constant:
0:133          0.200000
0:133          0.200000
0:134      interpolateAtOffset ( global 2-component vector of float)
0:134        vector swizzle ( temp 2-component vector of float)
0:134          direct index ( smooth sample temp 3-component vector of float)
0:134            'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:134            Constant:
0:134              2 (const int)
0:134          Sequence
0:134            Constant:
0:134              0 (const int)
0:134            Constant:
0:134              1 (const int)
0:134        Constant:
0:134          0.200000
0:134          0.200000
0:135      interpolateAtOffset ( global float)
0:135        add ( temp float)
0:135          'scalarIn' ( smooth in float)
0:135          'scalarIn' ( smooth in float)
0:135        Constant:
0:135          0.200000
0:135          0.200000
0:136      interpolateAtOffset ( global float)
0:136        x: direct index for structure ( global float)
0:136          's2' ( sample temp structure{ global float x})
0:136          Constant:
0:136            0 (const int)
0:136        Constant:
0:136          0.200000
0:136          0.200000
0:139      interpolateAtCentroid ( global float)
0:139        'f' ( temp float)
0:140      interpolateAtSample ( global 4-component vector of float)
0:140        'outp' ( out 4-component vector of float)
0:140        Constant:
0:140          0 (const int)
0:161  Function Definition: qlod( ( global void)
0:161    Function Parameters: 
0:?     Sequence
0:168      move second child to first child ( temp 2-component vector of float)
0:168        'lod' ( temp 2-component vector of float)
0:168        textureQueryLod ( global 2-component vector of float)
0:168          'samp1D' ( uniform sampler1D)
0:168          'pf' ( temp float)
0:169      move second child to first child ( temp 2-component vector of float)
0:169        'lod' ( temp 2-component vector of float)
0:169        textureQueryLod ( global 2-component vector of float)
0:169          'isamp2D' ( uniform isampler2D)
0:169          'pf2' ( temp 2-component vector of float)
0:170      move second child to first child ( temp 2-component vector of float)
0:170        'lod' ( temp 2-component vector of float)
0:170        textureQueryLod ( global 2-component vector of float)
0:170          'usamp3D' ( uniform usampler3D)
0:170          'pf3' ( temp 3-component vector of float)
0:171      move second child to first child ( temp 2-component vector of float)
0:171        'lod' ( temp 2-component vector of float)
0:171        textureQueryLod ( global 2-component vector of float)
0:171          'sampCube' ( uniform samplerCube)
0:171          'pf3' ( temp 3-component vector of float)
0:172      move second child to first child ( temp 2-component vector of float)
0:172        'lod' ( temp 2-component vector of float)
0:172        textureQueryLod ( global 2-component vector of float)
0:172          'isamp1DA' ( uniform isampler1DArray)
0:172          'pf' ( temp float)
0:173      move second child to first child ( temp 2-component vector of float)
0:173        'lod' ( temp 2-component vector of float)
0:173        textureQueryLod ( global 2-component vector of float)
0:173          'usamp2DA' ( uniform usampler2DArray)
0:173          'pf2' ( temp 2-component vector of float)
0:174      move second child to first child ( temp 2-component vector of float)
0:174        'lod' ( temp 2-component vector of float)
0:174        textureQueryLod ( global 2-component vector of float)
0:174          'isampCubeA' ( uniform isamplerCubeArray)
0:174          'pf3' ( temp 3-component vector of float)
0:176      move second child to first child ( temp 2-component vector of float)
0:176        'lod' ( temp 2-component vector of float)
0:176        textureQueryLod ( global 2-component vector of float)
0:176          'samp1Ds' ( uniform sampler1DShadow)
0:176          'pf' ( temp float)
0:177      move second child to first child ( temp 2-component vector of float)
0:177        'lod' ( temp 2-component vector of float)
0:177        textureQueryLod ( global 2-component vector of float)
0:177          'samp2Ds' ( uniform sampler2DShadow)
0:177          'pf2' ( temp 2-component vector of float)
0:178      move second child to first child ( temp 2-component vector of float)
0:178        'lod' ( temp 2-component vector of float)
0:178        textureQueryLod ( global 2-component vector of float)
0:178          'sampCubes' ( uniform samplerCubeShadow)
0:178          'pf3' ( temp 3-component vector of float)
0:179      move second child to first child ( temp 2-component vector of float)
0:179        'lod' ( temp 2-component vector of float)
0:179        textureQueryLod ( global 2-component vector of float)
0:179          'samp1DAs' ( uniform sampler1DArrayShadow)
0:179          'pf' ( temp float)
0:180      move second child to first child ( temp 2-component vector of float)
0:180        'lod' ( temp 2-component vector of float)
0:180        textureQueryLod ( global 2-component vector of float)
0:180          'samp2DAs' ( uniform sampler2DArrayShadow)
0:180          'pf2' ( temp 2-component vector of float)
0:181      move second child to first child ( temp 2-component vector of float)
0:181        'lod' ( temp 2-component vector of float)
0:181        textureQueryLod ( global 2-component vector of float)
0:181          'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:181          'pf3' ( temp 3-component vector of float)
0:183      'lod' ( temp 2-component vector of float)
0:184      'lod' ( temp 2-component vector of float)
0:190  Function Definition: bitwiseConv( ( global void)
0:190    Function Parameters: 
0:192    Sequence
0:192      move second child to first child ( temp uint)
0:192        'iout' ( out uint)
0:192        bitwise and ( temp uint)
0:192          'uu' ( uniform uint)
0:192          Convert int to uint ( temp uint)
0:192            'i' ( flat in int)
0:193      add second child into first child ( temp uint)
0:193        'iout' ( out uint)
0:193        exclusive-or ( temp uint)
0:193          'uu' ( uniform uint)
0:193          Convert int to uint ( temp uint)
0:193            'i' ( flat in int)
0:194      add second child into first child ( temp uint)
0:194        'iout' ( out uint)
0:194        inclusive-or ( temp uint)
0:194          Convert int to uint ( temp uint)
0:194            'i' ( flat in int)
0:194          'uu' ( uniform uint)
0:198  Function Definition: subT1( ( temp float)
0:198    Function Parameters: 
0:198    Sequence
0:198      Branch: Return with expression
0:198        Constant:
0:198          1.000000
0:199  Function Definition: subT2( ( temp float)
0:199    Function Parameters: 
0:199    Sequence
0:199      Branch: Return with expression
0:199        Constant:
0:199          1.000000
0:?   Linker Objects
0:?     'c2D' ( smooth in 2-component vector of float)
0:?     'i' ( flat in int)
0:?     'outp' ( out 4-component vector of float)
0:?     'arrayedSampler' ( uniform 5-element array of sampler2D)
0:?     'samp2dr' ( uniform usampler2DRect)
0:?     'isamp2DA' ( uniform isampler2DArray)
0:?     'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:?     'vl' (layout( location=4) smooth in 4-component vector of float)
0:?     'vl2' (layout( location=6) smooth in 4-component vector of float)
0:?     'uv3' (layout( location=3) uniform 3-component vector of float)
0:?     'gl_Color' (layout( location=5) smooth in 4-component vector of float)
0:?     'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:?     'u2drs' ( uniform sampler2DRectShadow)
0:?     'patchIn' ( smooth patch in 4-component vector of float)
0:?     'patchOut' ( patch out 4-component vector of float)
0:?     'in1' ( smooth in float)
0:?     'in2' ( smooth in 2-component vector of float)
0:?     'in3' ( smooth in 3-component vector of float)
0:?     'in4' ( smooth in 4-component vector of float)
0:?     'colorSampIn' ( smooth sample in 4-component vector of float)
0:?     'colorSampleBad' ( sample out 4-component vector of float)
0:?     'colorfsi' ( noperspective in 4-component vector of float)
0:?     'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:?     'scalarIn' ( smooth in float)
0:?     'colorfc' ( centroid flat in 2-component vector of float)
0:?     's1' ( smooth in structure{ global float x})
0:?     's2' ( sample temp structure{ global float x})
0:?     'samp1D' ( uniform sampler1D)
0:?     'isamp2D' ( uniform isampler2D)
0:?     'usamp3D' ( uniform usampler3D)
0:?     'sampCube' ( uniform samplerCube)
0:?     'isamp1DA' ( uniform isampler1DArray)
0:?     'usamp2DA' ( uniform usampler2DArray)
0:?     'isampCubeA' ( uniform isamplerCubeArray)
0:?     'samp1Ds' ( uniform sampler1DShadow)
0:?     'samp2Ds' ( uniform sampler2DShadow)
0:?     'sampCubes' ( uniform samplerCubeShadow)
0:?     'samp1DAs' ( uniform sampler1DArrayShadow)
0:?     'samp2DAs' ( uniform sampler2DArrayShadow)
0:?     'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:?     'sampBuf' ( uniform samplerBuffer)
0:?     'sampRect' ( uniform sampler2DRect)
0:?     'uu' ( uniform uint)
0:?     'iout' ( out uint)


Linked fragment stage:


Shader version: 400
Requested GL_ARB_derivative_control
Requested GL_ARB_separate_shader_objects
gl_FragCoord pixel center is integer
gl_FragCoord origin is upper left
ERROR: node is still EOpNull!
0:10  Function Definition: main( ( global void)
0:10    Function Parameters: 
0:?     Sequence
0:13      move second child to first child ( temp 4-component vector of float)
0:13        'v' ( temp 4-component vector of float)
0:13        texture ( global 4-component vector of float)
0:13          indirect index ( temp sampler2D)
0:13            'arrayedSampler' ( uniform 5-element array of sampler2D)
0:13            'i' ( flat in int)
0:13          'c2D' ( smooth in 2-component vector of float)
0:14      move second child to first child ( temp float)
0:14        direct index ( temp float)
0:14          'outp' ( out 4-component vector of float)
0:14          Constant:
0:14            0 (const int)
0:14        direct index ( smooth temp float ClipDistance)
0:14          'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:14          Constant:
0:14            1 (const int)
0:18      Sequence
0:18        move second child to first child ( temp 4-component vector of uint)
0:18          'uv4' ( temp 4-component vector of uint)
0:18          textureGatherOffsets ( global 4-component vector of uint)
0:18            'samp2dr' ( uniform usampler2DRect)
0:18            'c2D' ( smooth in 2-component vector of float)
0:18            'offsets' ( temp 4-element array of 2-component vector of int)
0:18            Constant:
0:18              2 (const int)
0:19      move second child to first child ( temp 4-component vector of uint)
0:19        'uv4' ( temp 4-component vector of uint)
0:19        textureGatherOffsets ( global 4-component vector of uint)
0:19          'samp2dr' ( uniform usampler2DRect)
0:19          'c2D' ( smooth in 2-component vector of float)
0:19          Constant:
0:19            1 (const int)
0:19            2 (const int)
0:19            3 (const int)
0:19            4 (const int)
0:19            15 (const int)
0:19            16 (const int)
0:19            -2 (const int)
0:19            0 (const int)
0:19          Constant:
0:19            2 (const int)
0:20      Sequence
0:20        move second child to first child ( temp 4-component vector of float)
0:20          'v4' ( temp 4-component vector of float)
0:20          textureGather ( global 4-component vector of float)
0:20            direct index ( temp sampler2D)
0:20              'arrayedSampler' ( uniform 5-element array of sampler2D)
0:20              Constant:
0:20                0 (const int)
0:20            'c2D' ( smooth in 2-component vector of float)
0:21      Sequence
0:21        move second child to first child ( temp 4-component vector of int)
0:21          'iv4' ( temp 4-component vector of int)
0:21          textureGatherOffset ( global 4-component vector of int)
0:21            'isamp2DA' ( uniform isampler2DArray)
0:21            Constant:
0:21              0.100000
0:21              0.100000
0:21              0.100000
0:21            Constant:
0:21              1 (const int)
0:21              1 (const int)
0:21            Constant:
0:21              3 (const int)
0:22      move second child to first child ( temp 4-component vector of int)
0:22        'iv4' ( temp 4-component vector of int)
0:22        textureGatherOffset ( global 4-component vector of int)
0:22          'isamp2DA' ( uniform isampler2DArray)
0:22          Constant:
0:22            0.100000
0:22            0.100000
0:22            0.100000
0:22          Constant:
0:22            1 (const int)
0:22            1 (const int)
0:22          'i' ( flat in int)
0:23      move second child to first child ( temp 4-component vector of int)
0:23        'iv4' ( temp 4-component vector of int)
0:23        textureGatherOffset ( global 4-component vector of int)
0:23          'isamp2DA' ( uniform isampler2DArray)
0:23          Constant:
0:23            0.100000
0:23            0.100000
0:23            0.100000
0:23          Constant:
0:23            1 (const int)
0:23            1 (const int)
0:23          Constant:
0:23            4 (const int)
0:24      move second child to first child ( temp 4-component vector of int)
0:24        'iv4' ( temp 4-component vector of int)
0:24        textureGatherOffset ( global 4-component vector of int)
0:24          'isamp2DA' ( uniform isampler2DArray)
0:24          Constant:
0:24            0.100000
0:24            0.100000
0:24            0.100000
0:24          Constant:
0:24            1 (const int)
0:24            1 (const int)
0:24          Constant:
0:24            3 (const int)
0:25      move second child to first child ( temp 4-component vector of int)
0:25        'iv4' ( temp 4-component vector of int)
0:25        textureGatherOffset ( global 4-component vector of int)
0:25          'isamp2DA' ( uniform isampler2DArray)
0:25          Constant:
0:25            0.100000
0:25            0.100000
0:25            0.100000
0:25          Construct ivec2 ( temp 2-component vector of int)
0:25            'i' ( flat in int)
0:27      Sequence
0:27        move second child to first child ( temp 4-component vector of float)
0:27          'c' ( temp 4-component vector of float)
0:27          'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:?   Linker Objects
0:?     'c2D' ( smooth in 2-component vector of float)
0:?     'i' ( flat in int)
0:?     'outp' ( out 4-component vector of float)
0:?     'arrayedSampler' ( uniform 5-element array of sampler2D)
0:?     'samp2dr' ( uniform usampler2DRect)
0:?     'isamp2DA' ( uniform isampler2DArray)
0:?     'gl_ClipDistance' ( smooth in 4-element array of float ClipDistance)
0:?     'vl' (layout( location=4) smooth in 4-component vector of float)
0:?     'vl2' (layout( location=6) smooth in 4-component vector of float)
0:?     'uv3' (layout( location=3) uniform 3-component vector of float)
0:?     'gl_Color' (layout( location=5) smooth in 4-component vector of float)
0:?     'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord)
0:?     'u2drs' ( uniform sampler2DRectShadow)
0:?     'patchIn' ( smooth patch in 4-component vector of float)
0:?     'patchOut' ( patch out 4-component vector of float)
0:?     'in1' ( smooth in float)
0:?     'in2' ( smooth in 2-component vector of float)
0:?     'in3' ( smooth in 3-component vector of float)
0:?     'in4' ( smooth in 4-component vector of float)
0:?     'colorSampIn' ( smooth sample in 4-component vector of float)
0:?     'colorSampleBad' ( sample out 4-component vector of float)
0:?     'colorfsi' ( noperspective in 4-component vector of float)
0:?     'sampInArray' ( smooth sample in 4-element array of 3-component vector of float)
0:?     'scalarIn' ( smooth in float)
0:?     'colorfc' ( centroid flat in 2-component vector of float)
0:?     's1' ( smooth in structure{ global float x})
0:?     's2' ( sample temp structure{ global float x})
0:?     'samp1D' ( uniform sampler1D)
0:?     'isamp2D' ( uniform isampler2D)
0:?     'usamp3D' ( uniform usampler3D)
0:?     'sampCube' ( uniform samplerCube)
0:?     'isamp1DA' ( uniform isampler1DArray)
0:?     'usamp2DA' ( uniform usampler2DArray)
0:?     'isampCubeA' ( uniform isamplerCubeArray)
0:?     'samp1Ds' ( uniform sampler1DShadow)
0:?     'samp2Ds' ( uniform sampler2DShadow)
0:?     'sampCubes' ( uniform samplerCubeShadow)
0:?     'samp1DAs' ( uniform sampler1DArrayShadow)
0:?     'samp2DAs' ( uniform sampler2DArrayShadow)
0:?     'sampCubeAs' ( uniform samplerCubeArrayShadow)
0:?     'sampBuf' ( uniform samplerBuffer)
0:?     'sampRect' ( uniform sampler2DRect)
0:?     'uu' ( uniform uint)
0:?     'iout' ( out uint)

