implicitArraySizeUniform.vert Shader version: 460 Requested GL_EXT_nonuniform_qualifier 0:? Sequence 0:49 Function Definition: main( ( global void) 0:49 Function Parameters: 0:50 Sequence 0:50 move second child to first child ( temp 4-component vector of float) 0:50 'out_VS' ( smooth out 4-component vector of float) 0:50 texture ( global 4-component vector of float) 0:50 indirect index ( nonuniform temp sampler2D) 0:50 's1' ( uniform runtime-sized array of sampler2D) 0:50 copy object ( nonuniform temp int) 0:50 Constant: 0:50 0 (const int) 0:50 Constant: 0:50 0.000000 0:50 0.000000 0:51 move second child to first child ( temp 4-component vector of float) 0:51 'out_VS' ( smooth out 4-component vector of float) 0:51 direct index (layout( column_major shared) temp 4-component vector of float) 0:51 a: direct index for structure (layout( column_major shared) uniform unsized 11-element array of 4-component vector of float) 0:51 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 11-element array of 4-component vector of float a}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 10 (const int) 0:52 move second child to first child ( temp 4-component vector of float) 0:52 'out_VS' ( smooth out 4-component vector of float) 0:52 direct index (layout( column_major shared) temp 4-component vector of float) 0:52 a: direct index for structure (layout( column_major shared) buffer unsized 6-element array of 4-component vector of float) 0:52 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 6-element array of 4-component vector of float a}) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 5 (const int) 0:? Linker Objects 0:? 'f0' ( uniform unsized 1-element array of float) 0:? 's0' ( uniform unsized 1-element array of sampler2D) 0:? 's1' ( uniform runtime-sized array of sampler2D) 0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 11-element array of 4-component vector of float a}) 0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a}) 0:? 'b0' (layout( column_major shared) buffer unsized 1-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 6-element array of 4-component vector of float a}) 0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer unsized 1-element array of 4-component vector of float a}) 0:? 'out_VS' ( smooth out 4-component vector of float) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) implicitArraySizeUniform.frag Shader version: 460 Requested GL_EXT_nonuniform_qualifier 0:? Sequence 0:50 Function Definition: main( ( global void) 0:50 Function Parameters: 0:51 Sequence 0:51 move second child to first child ( temp 4-component vector of float) 0:51 'o' ( out 4-component vector of float) 0:51 texture ( global 4-component vector of float) 0:51 indirect index ( nonuniform temp sampler2D) 0:51 's0' ( uniform runtime-sized array of sampler2D) 0:51 copy object ( nonuniform temp int) 0:51 Constant: 0:51 1 (const int) 0:51 vector swizzle ( temp 2-component vector of float) 0:51 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1 (const int) 0:52 add second child into first child ( temp 4-component vector of float) 0:52 'o' ( out 4-component vector of float) 0:52 direct index (layout( column_major shared) temp 4-component vector of float) 0:52 a: direct index for structure (layout( column_major shared) uniform unsized 7-element array of 4-component vector of float) 0:52 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 7-element array of 4-component vector of float a}) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 6 (const int) 0:53 add second child into first child ( temp 4-component vector of float) 0:53 'o' ( out 4-component vector of float) 0:53 a: direct index for structure (layout( column_major shared) buffer 4-component vector of float) 0:53 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer 4-component vector of float a}) 0:53 'b0' (layout( column_major shared) buffer unsized 10-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:53 Constant: 0:53 9 (const int) 0:53 Constant: 0:53 0 (const int) 0:54 add second child into first child ( temp 4-component vector of float) 0:54 'o' ( out 4-component vector of float) 0:54 indirect index (layout( column_major shared) nonuniform temp 4-component vector of float) 0:54 a: direct index for structure (layout( column_major shared) buffer runtime-sized array of 4-component vector of float) 0:54 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a}) 0:54 Constant: 0:54 0 (const int) 0:54 copy object ( nonuniform temp int) 0:54 Constant: 0:54 1 (const int) 0:? Linker Objects 0:? 'f0' ( uniform unsized 1-element array of float) 0:? 's0' ( uniform runtime-sized array of sampler2D) 0:? 's1' ( uniform unsized 1-element array of sampler2D) 0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 1-element array of 4-component vector of float a}) 0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform unsized 7-element array of 4-component vector of float a}) 0:? 'b0' (layout( column_major shared) buffer unsized 10-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a}) 0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a}) 0:? 'out_VS' ( smooth in 4-component vector of float) 0:? 'o' ( out 4-component vector of float) Linked vertex stage: Linked fragment stage: Shader version: 460 Requested GL_EXT_nonuniform_qualifier 0:? Sequence 0:49 Function Definition: main( ( global void) 0:49 Function Parameters: 0:50 Sequence 0:50 move second child to first child ( temp 4-component vector of float) 0:50 'out_VS' ( smooth out 4-component vector of float) 0:50 texture ( global 4-component vector of float) 0:50 indirect index ( nonuniform temp sampler2D) 0:50 's1' ( uniform runtime-sized array of sampler2D) 0:50 copy object ( nonuniform temp int) 0:50 Constant: 0:50 0 (const int) 0:50 Constant: 0:50 0.000000 0:50 0.000000 0:51 move second child to first child ( temp 4-component vector of float) 0:51 'out_VS' ( smooth out 4-component vector of float) 0:51 direct index (layout( column_major shared) temp 4-component vector of float) 0:51 a: direct index for structure (layout( column_major shared) uniform 11-element array of 4-component vector of float) 0:51 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a}) 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 10 (const int) 0:52 move second child to first child ( temp 4-component vector of float) 0:52 'out_VS' ( smooth out 4-component vector of float) 0:52 direct index (layout( column_major shared) temp 4-component vector of float) 0:52 a: direct index for structure (layout( column_major shared) buffer 11-element array of 4-component vector of float) 0:52 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a}) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 5 (const int) 0:? Linker Objects 0:? 'f0' ( uniform 1-element array of float) 0:? 's0' ( uniform runtime-sized array of sampler2D) 0:? 's1' ( uniform runtime-sized array of sampler2D) 0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a}) 0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a}) 0:? 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a}) 0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a}) 0:? 'out_VS' ( smooth out 4-component vector of float) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Shader version: 460 Requested GL_EXT_nonuniform_qualifier 0:? Sequence 0:50 Function Definition: main( ( global void) 0:50 Function Parameters: 0:51 Sequence 0:51 move second child to first child ( temp 4-component vector of float) 0:51 'o' ( out 4-component vector of float) 0:51 texture ( global 4-component vector of float) 0:51 indirect index ( nonuniform temp sampler2D) 0:51 's0' ( uniform runtime-sized array of sampler2D) 0:51 copy object ( nonuniform temp int) 0:51 Constant: 0:51 1 (const int) 0:51 vector swizzle ( temp 2-component vector of float) 0:51 'gl_FragCoord' ( gl_FragCoord 4-component vector of float FragCoord) 0:51 Sequence 0:51 Constant: 0:51 0 (const int) 0:51 Constant: 0:51 1 (const int) 0:52 add second child into first child ( temp 4-component vector of float) 0:52 'o' ( out 4-component vector of float) 0:52 direct index (layout( column_major shared) temp 4-component vector of float) 0:52 a: direct index for structure (layout( column_major shared) uniform 7-element array of 4-component vector of float) 0:52 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a}) 0:52 Constant: 0:52 0 (const int) 0:52 Constant: 0:52 6 (const int) 0:53 add second child into first child ( temp 4-component vector of float) 0:53 'o' ( out 4-component vector of float) 0:53 a: direct index for structure (layout( column_major shared) buffer 4-component vector of float) 0:53 direct index (layout( column_major shared) temp block{layout( column_major shared) buffer 4-component vector of float a}) 0:53 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:53 Constant: 0:53 9 (const int) 0:53 Constant: 0:53 0 (const int) 0:54 add second child into first child ( temp 4-component vector of float) 0:54 'o' ( out 4-component vector of float) 0:54 indirect index (layout( column_major shared) nonuniform temp 4-component vector of float) 0:54 a: direct index for structure (layout( column_major shared) buffer runtime-sized array of 4-component vector of float) 0:54 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a}) 0:54 Constant: 0:54 0 (const int) 0:54 copy object ( nonuniform temp int) 0:54 Constant: 0:54 1 (const int) 0:? Linker Objects 0:? 'f0' ( uniform 1-element array of float) 0:? 's0' ( uniform runtime-sized array of sampler2D) 0:? 's1' ( uniform runtime-sized array of sampler2D) 0:? 'u0' (layout( column_major shared) uniform block{layout( column_major shared) uniform 11-element array of 4-component vector of float a}) 0:? 'u1' (layout( column_major shared) uniform block{layout( column_major shared) uniform 7-element array of 4-component vector of float a}) 0:? 'b0' (layout( column_major shared) buffer 10-element array of block{layout( column_major shared) buffer 4-component vector of float a}) 0:? 'b1' (layout( column_major shared) buffer block{layout( column_major shared) buffer 11-element array of 4-component vector of float a}) 0:? 'b2' (layout( column_major shared) buffer block{layout( column_major shared) buffer runtime-sized array of 4-component vector of float a}) 0:? 'out_VS' ( smooth in 4-component vector of float) 0:? 'o' ( out 4-component vector of float)