400.tese Warning, version 400 is not yet complete; most version-specific features are present, but some are missing. ERROR: 0:3: 'vertices' : there is no such layout identifier for this stage taking an assigned value ERROR: 0:5: 'triangles' : cannot change previously set input primitive ERROR: 0:6: 'isolines' : cannot change previously set input primitive ERROR: 0:8: 'ccw' : cannot change previously set vertex order ERROR: 0:12: 'equal_spacing' : cannot change previously set vertex spacing ERROR: 0:13: 'fractional_even_spacing' : cannot change previously set vertex spacing ERROR: 0:18: 'patch' : can only use on input in tessellation-evaluation shader ERROR: 0:22: 'barrier' : no matching overloaded function found ERROR: 0:47: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:48: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:49: 'patch' : cannot use interpolation qualifiers with patch ERROR: 0:50: '' : can only have one auxiliary qualifier (centroid, patch, and sample) ERROR: 0:54: 'gl_PerVertex' : block already declared with size, can't redeclare as implicitly-sized ERROR: 0:59: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use ERROR: 0:64: 'quads' : cannot apply to 'out' ERROR: 0:64: 'cw' : can only apply to 'in' ERROR: 0:65: 'triangles' : cannot apply to 'out' ERROR: 0:66: 'isolines' : cannot apply to 'out' ERROR: 0:67: 'cw' : can only apply to 'in' ERROR: 0:68: 'fractional_odd_spacing' : can only apply to 'in' ERROR: 0:69: 'equal_spacing' : can only apply to 'in' ERROR: 0:70: 'fractional_even_spacing' : can only apply to 'in' ERROR: 0:71: 'point_mode' : can only apply to 'in' ERROR: 0:73: 'in' : type must be an array: ina ERROR: 0:75: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:78: 'in' : type must be an array: bla ERROR: 0:86: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized ERROR: 0:96: 'location' : overlapping use of location 24 ERROR: 0:99: 'location' : overlapping use of location 24 ERROR: 0:101: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved ERROR: 30 compilation errors. No code generated. Shader version: 400 Requested GL_ARB_separate_shader_objects input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:20 Function Definition: main( (global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence 0:24 move second child to first child (temp int) 0:24 'a' (temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence 0:32 move second child to first child (temp 4-component vector of float) 0:32 'p' (temp 4-component vector of float) 0:32 gl_Position: direct index for structure (in 4-component vector of float Position) 0:32 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}) 0:32 '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}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child (temp float) 0:33 'ps' (temp float) 0:33 gl_PointSize: direct index for structure (in float PointSize) 0:33 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}) 0:33 '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}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence 0:34 move second child to first child (temp float) 0:34 'cd' (temp float) 0:34 direct index (temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure (in implicitly-sized array of float ClipDistance) 0:34 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}) 0:34 '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}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 2 (const int) 0:36 Sequence 0:36 move second child to first child (temp int) 0:36 'pvi' (temp int) 0:36 'gl_PatchVerticesIn' (in int PatchVertices) 0:37 Sequence 0:37 move second child to first child (temp int) 0:37 'pid' (temp int) 0:37 'gl_PrimitiveID' (in int PrimitiveID) 0:38 Sequence 0:38 move second child to first child (temp 3-component vector of float) 0:38 'tc' (temp 3-component vector of float) 0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) 0:39 Sequence 0:39 move second child to first child (temp float) 0:39 'tlo' (temp float) 0:39 direct index (patch temp float TessLevelOuter) 0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence 0:40 move second child to first child (temp float) 0:40 'tli' (temp float) 0:40 direct index (patch temp float TessLevelInner) 0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) 0:42 move second child to first child (temp 4-component vector of float) 0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) 0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) 0:42 'p' (temp 4-component vector of float) 0:43 move second child to first child (temp float) 0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) 0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) 0:43 'ps' (temp float) 0:44 move second child to first child (temp float) 0:44 direct index (temp float ClipDistance) 0:44 gl_ClipDistance: direct index for structure (out implicitly-sized array of float ClipDistance) 0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) 0:44 'cd' (temp float) 0:? Linker Objects 0:? 'patchIn' (patch in 4-component vector of float) 0:? 'patchOut' (patch out 4-component vector of float) 0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:? 'badp1' (smooth patch in 4-component vector of float) 0:? 'badp2' (flat patch in 4-component vector of float) 0:? 'badp3' (noperspective patch in 4-component vector of float) 0:? 'badp4' (patch sample in 3-component vector of float) 0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'ina' (in 2-component vector of float) 0:? 'inb' (in 32-element array of 2-component vector of float) 0:? 'inc' (in 32-element array of 2-component vector of float) 0:? 'ind' (in 32-element array of 2-component vector of float) 0:? 'bla' (in block{in int f}) 0:? 'blb' (in 32-element array of block{in int f}) 0:? 'blc' (in 32-element array of block{in int f}) 0:? 'bld' (in 32-element array of block{in int f}) 0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) 0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) 0:? 'pinbi' (patch in block{in int a}) Linked tessellation evaluation stage: Shader version: 400 Requested GL_ARB_separate_shader_objects input primitive = quads vertex spacing = fractional_odd_spacing triangle order = cw using point mode ERROR: node is still EOpNull! 0:20 Function Definition: main( (global void) 0:20 Function Parameters: 0:22 Sequence 0:22 Constant: 0:22 0.000000 0:24 Sequence 0:24 move second child to first child (temp int) 0:24 'a' (temp int) 0:24 Constant: 0:24 1512 (const int) 0:32 Sequence 0:32 move second child to first child (temp 4-component vector of float) 0:32 'p' (temp 4-component vector of float) 0:32 gl_Position: direct index for structure (in 4-component vector of float Position) 0:32 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}) 0:32 '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}) 0:32 Constant: 0:32 1 (const int) 0:32 Constant: 0:32 0 (const int) 0:33 Sequence 0:33 move second child to first child (temp float) 0:33 'ps' (temp float) 0:33 gl_PointSize: direct index for structure (in float PointSize) 0:33 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}) 0:33 '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}) 0:33 Constant: 0:33 1 (const int) 0:33 Constant: 0:33 1 (const int) 0:34 Sequence 0:34 move second child to first child (temp float) 0:34 'cd' (temp float) 0:34 direct index (temp float ClipDistance) 0:34 gl_ClipDistance: direct index for structure (in 3-element array of float ClipDistance) 0:34 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}) 0:34 '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}) 0:34 Constant: 0:34 1 (const int) 0:34 Constant: 0:34 2 (const int) 0:34 Constant: 0:34 2 (const int) 0:36 Sequence 0:36 move second child to first child (temp int) 0:36 'pvi' (temp int) 0:36 'gl_PatchVerticesIn' (in int PatchVertices) 0:37 Sequence 0:37 move second child to first child (temp int) 0:37 'pid' (temp int) 0:37 'gl_PrimitiveID' (in int PrimitiveID) 0:38 Sequence 0:38 move second child to first child (temp 3-component vector of float) 0:38 'tc' (temp 3-component vector of float) 0:38 'gl_TessCoord' (in 3-component vector of float TessCoord) 0:39 Sequence 0:39 move second child to first child (temp float) 0:39 'tlo' (temp float) 0:39 direct index (patch temp float TessLevelOuter) 0:39 'gl_TessLevelOuter' (patch in 4-element array of float TessLevelOuter) 0:39 Constant: 0:39 3 (const int) 0:40 Sequence 0:40 move second child to first child (temp float) 0:40 'tli' (temp float) 0:40 direct index (patch temp float TessLevelInner) 0:40 'gl_TessLevelInner' (patch in 2-element array of float TessLevelInner) 0:40 Constant: 0:40 1 (const int) 0:42 move second child to first child (temp 4-component vector of float) 0:42 gl_Position: direct index for structure (gl_Position 4-component vector of float Position) 0:42 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:42 Constant: 0:42 0 (const uint) 0:42 'p' (temp 4-component vector of float) 0:43 move second child to first child (temp float) 0:43 gl_PointSize: direct index for structure (gl_PointSize float PointSize) 0:43 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:43 Constant: 0:43 1 (const uint) 0:43 'ps' (temp float) 0:44 move second child to first child (temp float) 0:44 direct index (temp float ClipDistance) 0:44 gl_ClipDistance: direct index for structure (out 3-element array of float ClipDistance) 0:44 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:44 Constant: 0:44 2 (const uint) 0:44 Constant: 0:44 2 (const int) 0:44 'cd' (temp float) 0:? Linker Objects 0:? 'patchIn' (patch in 4-component vector of float) 0:? 'patchOut' (patch out 4-component vector of float) 0:? 'anon@0' (out block{gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 3-element array of float ClipDistance gl_ClipDistance}) 0:? 'badp1' (smooth patch in 4-component vector of float) 0:? 'badp2' (flat patch in 4-component vector of float) 0:? 'badp3' (noperspective patch in 4-component vector of float) 0:? 'badp4' (patch sample in 3-component vector of float) 0:? 'gl_in' (in 32-element array of block{in 1-element array of float ClipDistance gl_ClipDistance}) 0:? 'ina' (in 2-component vector of float) 0:? 'inb' (in 32-element array of 2-component vector of float) 0:? 'inc' (in 32-element array of 2-component vector of float) 0:? 'ind' (in 32-element array of 2-component vector of float) 0:? 'bla' (in block{in int f}) 0:? 'blb' (in 32-element array of block{in int f}) 0:? 'blc' (in 32-element array of block{in int f}) 0:? 'bld' (in 32-element array of block{in int f}) 0:? 'ivla' (layout(location=23 ) in 32-element array of 4-component vector of float) 0:? 'ivlb' (layout(location=24 ) in 32-element array of 4-component vector of float) 0:? 'ivlc' (layout(location=24 ) in 32-element array of 4-component vector of float) 0:? 'ovla' (layout(location=23 ) out 2-element array of 4-component vector of float) 0:? 'ovlb' (layout(location=24 ) out 2-element array of 4-component vector of float) 0:? 'pinbi' (patch in block{in int a})