384 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			384 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
450.frag
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ERROR: 0:70: 'offsets' : argument must be compile-time constant 
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ERROR: 0:71: 'offsets' : argument must be compile-time constant 
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ERROR: 0:72: 'offsets' : argument must be compile-time constant 
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ERROR: 0:88: 'location' : cannot use in a block array where new locations are needed for each block element 
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ERROR: 0:93: 'early_fragment_tests' : can only apply to a standalone qualifier 
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ERROR: 5 compilation errors.  No code generated.
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Shader version: 450
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Requested GL_ARB_sparse_texture2
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ERROR: node is still EOpNull!
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0:8  Function Definition: main( ( global void)
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0:8    Function Parameters: 
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0:10    Sequence
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0:10      Sequence
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0:10        move second child to first child ( temp 2-component vector of float)
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0:10          'v2' ( temp 2-component vector of float)
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0:10          dPdxFine ( global 2-component vector of float)
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0:10            'in2' ( smooth in 2-component vector of float)
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0:11      Sequence
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0:11        move second child to first child ( temp 3-component vector of float)
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0:11          'v3' ( temp 3-component vector of float)
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0:11          dPdyCoarse ( global 3-component vector of float)
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0:11            'in3' ( smooth in 3-component vector of float)
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0:12      Sequence
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0:12        move second child to first child ( temp 4-component vector of float)
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0:12          'v4' ( temp 4-component vector of float)
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0:12          fwidth ( global 4-component vector of float)
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0:12            'in4' ( smooth in 4-component vector of float)
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0:13      move second child to first child ( temp 4-component vector of float)
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0:13        'v4' ( temp 4-component vector of float)
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0:13        dPdyFine ( global 4-component vector of float)
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0:13          'in4' ( smooth in 4-component vector of float)
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0:14      move second child to first child ( temp 3-component vector of float)
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0:14        'v3' ( temp 3-component vector of float)
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0:14        dPdyFine ( global 3-component vector of float)
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0:14          'in3' ( smooth in 3-component vector of float)
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0:15      Sequence
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0:15        move second child to first child ( temp float)
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0:15          'f' ( temp float)
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0:15          add ( temp float)
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0:15            add ( temp float)
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0:15              dPdx ( global float)
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0:15                'in1' ( smooth in float)
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0:15              dPdxFine ( global float)
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0:15                'in1' ( smooth in float)
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0:15            dPdxCoarse ( global float)
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0:15              'in1' ( smooth in float)
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0:16      move second child to first child ( temp 4-component vector of float)
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0:16        'v4' ( temp 4-component vector of float)
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0:16        add ( temp 4-component vector of float)
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0:16          fwidthCoarse ( global 4-component vector of float)
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0:16            'in4' ( smooth in 4-component vector of float)
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0:16          fwidthFine ( global 4-component vector of float)
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0:16            'in4' ( smooth in 4-component vector of float)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'cull' ( temp float)
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0:18          direct index ( smooth temp float CullDistance)
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0:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18            Constant:
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0:18              2 (const int)
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0:19      Sequence
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0:19        move second child to first child ( temp float)
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0:19          'consts' ( temp float)
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0:19          Constant:
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0:19            20.000000
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0:21      Test condition and select ( temp void)
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0:21        Condition
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0:21        'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21        true case
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0:22        Pre-Increment ( temp 4-component vector of float)
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0:22          'v4' ( temp 4-component vector of float)
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0:24      Sequence
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0:24        move second child to first child ( temp int)
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0:24          'sum' ( temp int)
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0:24          Constant:
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0:24            32 (const int)
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0:32      Sequence
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0:32        move second child to first child ( temp 2-component vector of bool)
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0:32          'b2' ( temp 2-component vector of bool)
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0:32          mix ( global 2-component vector of bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b1' ( temp bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b3' ( temp bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b' ( temp bool)
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0:33      Sequence
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0:33        move second child to first child ( temp uint)
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0:33          'um' ( temp uint)
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0:33          mix ( global uint)
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0:33            'uin' ( temp uint)
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0:33            'uin' ( temp uint)
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0:33            'b' ( temp bool)
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0:34      Sequence
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0:34        move second child to first child ( temp 3-component vector of int)
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0:34          'im3' ( temp 3-component vector of int)
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0:34          mix ( global 3-component vector of int)
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0:34            Construct ivec3 ( temp 3-component vector of int)
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0:34              Convert uint to int ( temp int)
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0:34                'uin' ( temp uint)
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0:34            Construct ivec3 ( temp 3-component vector of int)
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0:34              Convert uint to int ( temp int)
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0:34                'uin' ( temp uint)
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0:34            Construct bvec3 ( temp 3-component vector of bool)
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0:34              'b' ( temp bool)
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0:42  Function Definition: foo( ( global void)
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0:42    Function Parameters: 
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0:44    Sequence
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0:44      Sequence
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0:44        move second child to first child ( temp int)
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0:44          's' ( temp int)
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0:44          textureSamples ( global int)
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0:44            's2dms' ( uniform sampler2DMS)
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0:45      add second child into first child ( temp int)
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0:45        's' ( temp int)
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0:45        textureSamples ( global int)
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0:45          'us2dmsa' ( uniform usampler2DMSArray)
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0:46      add second child into first child ( temp int)
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0:46        's' ( temp int)
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0:46        imageQuerySamples ( global int)
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0:46          'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:47      add second child into first child ( temp int)
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0:47        's' ( temp int)
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0:47        imageQuerySamples ( global int)
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0:47          'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:48      Sequence
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0:48        move second child to first child ( temp float)
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0:48          'f' ( temp float)
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0:48          imageAtomicExchange ( global float)
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0:48            'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:48            Convert float to int ( temp 3-component vector of int)
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0:48              'in3' ( smooth in 3-component vector of float)
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0:48            Constant:
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0:48              2 (const int)
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0:48            Constant:
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0:48              4.500000
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0:61  Function Definition: testOffsets( ( global void)
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0:61    Function Parameters: 
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0:63    Sequence
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0:63      Sequence
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0:63        move second child to first child ( temp 4-component vector of float)
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0:63          'texel' ( temp 4-component vector of float)
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0:63          Constant:
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0:63            0.000000
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0:63            0.000000
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0:63            0.000000
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0:63            0.000000
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0:64      Sequence
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0:64        move second child to first child ( temp 4-component vector of int)
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0:64          'itexel' ( temp 4-component vector of int)
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0:64          Constant:
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0:64            0 (const int)
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0:64            0 (const int)
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0:64            0 (const int)
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0:64            0 (const int)
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0:66      sparseTextureGatherOffsets ( global int)
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0:66        's2D' ( uniform sampler2D)
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0:66        'c2' ( smooth in 2-component vector of float)
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0:66        Constant:
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0:66          1 (const int)
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0:66          2 (const int)
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0:66          3 (const int)
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0:66          4 (const int)
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0:66          15 (const int)
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0:66          16 (const int)
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0:66          -2 (const int)
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0:66          0 (const int)
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0:66        'texel' ( temp 4-component vector of float)
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0:67      sparseTextureGatherOffsets ( global int)
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0:67        'is2DArray' ( uniform isampler2DArray)
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0:67        'c3' ( smooth in 3-component vector of float)
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0:67        Constant:
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0:67          1 (const int)
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0:67          2 (const int)
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0:67          3 (const int)
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0:67          4 (const int)
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0:67          15 (const int)
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0:67          16 (const int)
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0:67          -2 (const int)
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0:67          0 (const int)
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0:67        'itexel' ( temp 4-component vector of int)
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0:67        Constant:
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0:67          2 (const int)
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0:68      sparseTextureGatherOffsets ( global int)
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0:68        's2DRectShadow' ( uniform sampler2DRectShadow)
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0:68        'c2' ( smooth in 2-component vector of float)
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0:68        Constant:
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0:68          2.000000
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0:68        Constant:
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0:68          1 (const int)
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0:68          2 (const int)
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0:68          3 (const int)
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0:68          4 (const int)
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0:68          15 (const int)
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0:68          16 (const int)
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0:68          -2 (const int)
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0:68          0 (const int)
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0:68        'texel' ( temp 4-component vector of float)
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0:70      sparseTextureGatherOffsets ( global int)
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0:70        's2D' ( uniform sampler2D)
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0:70        'c2' ( smooth in 2-component vector of float)
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0:70        'offsets' ( flat in 4-element array of 2-component vector of int)
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0:70        'texel' ( temp 4-component vector of float)
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0:71      sparseTextureGatherOffsets ( global int)
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0:71        'is2DArray' ( uniform isampler2DArray)
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0:71        'c3' ( smooth in 3-component vector of float)
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0:71        'offsets' ( flat in 4-element array of 2-component vector of int)
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0:71        'itexel' ( temp 4-component vector of int)
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0:71        Constant:
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0:71          2 (const int)
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0:72      sparseTextureGatherOffsets ( global int)
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0:72        's2DRectShadow' ( uniform sampler2DRectShadow)
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0:72        'c2' ( smooth in 2-component vector of float)
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0:72        Constant:
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0:72          2.000000
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0:72        'offsets' ( flat in 4-element array of 2-component vector of int)
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0:72        'texel' ( temp 4-component vector of float)
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0:78  Function Definition: cull(i1; ( global float)
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0:78    Function Parameters: 
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0:78      'i' ( in int)
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0:80    Sequence
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0:80      Branch: Return with expression
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0:80        Test condition and select ( temp float)
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0:80          Condition
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0:80          Compare Greater Than or Equal ( temp bool)
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0:80            'i' ( in int)
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0:80            Constant:
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0:80              6 (const int)
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0:80          true case
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0:80          direct index ( smooth temp float CullDistance)
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0:80            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:80            Constant:
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0:80              5 (const int)
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0:80          false case
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0:80          indirect index ( smooth temp float CullDistance)
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0:80            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:80            'i' ( in int)
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0:?   Linker Objects
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0:?     'in1' ( smooth in float)
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0:?     'in2' ( smooth in 2-component vector of float)
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0:?     'in3' ( smooth in 3-component vector of float)
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0:?     'in4' ( smooth in 4-component vector of float)
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0:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:?     's2dms' ( uniform sampler2DMS)
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0:?     'us2dmsa' ( uniform usampler2DMSArray)
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0:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:?     's2D' ( uniform sampler2D)
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0:?     'is2DArray' ( uniform isampler2DArray)
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0:?     's2DRectShadow' ( uniform sampler2DRectShadow)
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0:?     'offsets' ( flat in 4-element array of 2-component vector of int)
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0:?     'c2' ( smooth in 2-component vector of float)
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0:?     'c3' ( smooth in 3-component vector of float)
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0:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
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0:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
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0:?     'f' ( smooth in float)
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Linked fragment stage:
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Shader version: 450
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Requested GL_ARB_sparse_texture2
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ERROR: node is still EOpNull!
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0:8  Function Definition: main( ( global void)
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0:8    Function Parameters: 
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0:10    Sequence
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0:10      Sequence
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0:10        move second child to first child ( temp 2-component vector of float)
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0:10          'v2' ( temp 2-component vector of float)
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0:10          dPdxFine ( global 2-component vector of float)
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0:10            'in2' ( smooth in 2-component vector of float)
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0:11      Sequence
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0:11        move second child to first child ( temp 3-component vector of float)
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0:11          'v3' ( temp 3-component vector of float)
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0:11          dPdyCoarse ( global 3-component vector of float)
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0:11            'in3' ( smooth in 3-component vector of float)
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0:12      Sequence
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0:12        move second child to first child ( temp 4-component vector of float)
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0:12          'v4' ( temp 4-component vector of float)
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0:12          fwidth ( global 4-component vector of float)
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0:12            'in4' ( smooth in 4-component vector of float)
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0:13      move second child to first child ( temp 4-component vector of float)
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0:13        'v4' ( temp 4-component vector of float)
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0:13        dPdyFine ( global 4-component vector of float)
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0:13          'in4' ( smooth in 4-component vector of float)
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0:14      move second child to first child ( temp 3-component vector of float)
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0:14        'v3' ( temp 3-component vector of float)
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0:14        dPdyFine ( global 3-component vector of float)
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0:14          'in3' ( smooth in 3-component vector of float)
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0:15      Sequence
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0:15        move second child to first child ( temp float)
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0:15          'f' ( temp float)
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0:15          add ( temp float)
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0:15            add ( temp float)
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0:15              dPdx ( global float)
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0:15                'in1' ( smooth in float)
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0:15              dPdxFine ( global float)
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0:15                'in1' ( smooth in float)
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0:15            dPdxCoarse ( global float)
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0:15              'in1' ( smooth in float)
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0:16      move second child to first child ( temp 4-component vector of float)
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0:16        'v4' ( temp 4-component vector of float)
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0:16        add ( temp 4-component vector of float)
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0:16          fwidthCoarse ( global 4-component vector of float)
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0:16            'in4' ( smooth in 4-component vector of float)
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0:16          fwidthFine ( global 4-component vector of float)
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0:16            'in4' ( smooth in 4-component vector of float)
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0:18      Sequence
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0:18        move second child to first child ( temp float)
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0:18          'cull' ( temp float)
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0:18          direct index ( smooth temp float CullDistance)
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0:18            'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:18            Constant:
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0:18              2 (const int)
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0:19      Sequence
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0:19        move second child to first child ( temp float)
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0:19          'consts' ( temp float)
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0:19          Constant:
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0:19            20.000000
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0:21      Test condition and select ( temp void)
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0:21        Condition
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0:21        'gl_HelperInvocation' ( in bool HelperInvocation)
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0:21        true case
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0:22        Pre-Increment ( temp 4-component vector of float)
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0:22          'v4' ( temp 4-component vector of float)
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0:24      Sequence
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0:24        move second child to first child ( temp int)
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0:24          'sum' ( temp int)
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0:24          Constant:
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0:24            32 (const int)
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0:32      Sequence
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0:32        move second child to first child ( temp 2-component vector of bool)
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0:32          'b2' ( temp 2-component vector of bool)
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0:32          mix ( global 2-component vector of bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b1' ( temp bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b3' ( temp bool)
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0:32            Construct bvec2 ( temp 2-component vector of bool)
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0:32              'b' ( temp bool)
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0:33      Sequence
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0:33        move second child to first child ( temp uint)
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0:33          'um' ( temp uint)
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0:33          mix ( global uint)
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0:33            'uin' ( temp uint)
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0:33            'uin' ( temp uint)
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0:33            'b' ( temp bool)
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0:34      Sequence
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0:34        move second child to first child ( temp 3-component vector of int)
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0:34          'im3' ( temp 3-component vector of int)
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0:34          mix ( global 3-component vector of int)
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0:34            Construct ivec3 ( temp 3-component vector of int)
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0:34              Convert uint to int ( temp int)
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0:34                'uin' ( temp uint)
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0:34            Construct ivec3 ( temp 3-component vector of int)
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0:34              Convert uint to int ( temp int)
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0:34                'uin' ( temp uint)
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0:34            Construct bvec3 ( temp 3-component vector of bool)
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0:34              'b' ( temp bool)
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0:?   Linker Objects
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0:?     'in1' ( smooth in float)
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0:?     'in2' ( smooth in 2-component vector of float)
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0:?     'in3' ( smooth in 3-component vector of float)
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0:?     'in4' ( smooth in 4-component vector of float)
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0:?     'gl_CullDistance' ( smooth in 6-element array of float CullDistance)
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0:?     's2dms' ( uniform sampler2DMS)
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0:?     'us2dmsa' ( uniform usampler2DMSArray)
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0:?     'ii2dms' (layout( rgba32i) uniform iimage2DMS)
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0:?     'i2dmsa' (layout( rgba32f) uniform image2DMSArray)
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0:?     's2D' ( uniform sampler2D)
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0:?     'is2DArray' ( uniform isampler2DArray)
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0:?     's2DRectShadow' ( uniform sampler2DRectShadow)
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0:?     'offsets' ( flat in 4-element array of 2-component vector of int)
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0:?     'c2' ( smooth in 2-component vector of float)
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0:?     'c3' ( smooth in 3-component vector of float)
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0:?     'bInst1' ( in block{layout( location=6) in float f, layout( location=7) in float g, layout( location=8) in 4X4 matrix of float m})
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0:?     'bInst2' ( in 3-element array of block{layout( location=12) in float f, layout( location=13) in float g})
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0:?     'f' ( smooth in float)
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