310.tese
ERROR: 0:7: 'vertices' : there is no such layout identifier for this stage taking an assigned value 
ERROR: 0:9: 'triangles' : cannot change previously set input primitive 
ERROR: 0:10: 'isolines' : cannot change previously set input primitive 
ERROR: 0:12: 'ccw' : cannot change previously set vertex order 
ERROR: 0:16: 'equal_spacing' : cannot change previously set vertex spacing 
ERROR: 0:17: 'fractional_even_spacing' : cannot change previously set vertex spacing 
ERROR: 0:22: 'patch' : can only use on input in tessellation-evaluation shader 
ERROR: 0:26: 'barrier' : no matching overloaded function found 
ERROR: 0:37: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:38: 'gl_ClipDistance' : no such field in structure 
ERROR: 0:38: 'expression' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:47: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:48: 'gl_ClipDistance' : undeclared identifier 
ERROR: 0:48: 'gl_ClipDistance' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:48: 'assign' :  l-value required (can't modify a const)
ERROR: 0:51: 'patch' : cannot use interpolation qualifiers with patch 
ERROR: 0:52: 'patch' : cannot use interpolation qualifiers with patch 
ERROR: 0:53: 'noperspective' : Reserved word. 
ERROR: 0:53: 'noperspective' : not supported for this version or the enabled extensions 
ERROR: 0:53: 'patch' : cannot use interpolation qualifiers with patch 
ERROR: 0:54: 'sample' : Reserved word. 
ERROR: 0:54: '' : can only have one auxiliary qualifier (centroid, patch, and sample) 
ERROR: 0:63: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use 
ERROR: 0:68: 'quads' : cannot apply to 'out' 
ERROR: 0:68: 'cw' : can only apply to 'in' 
ERROR: 0:69: 'triangles' : cannot apply to 'out' 
ERROR: 0:70: 'isolines' : cannot apply to 'out' 
ERROR: 0:71: 'cw' : can only apply to 'in' 
ERROR: 0:72: 'fractional_odd_spacing' : can only apply to 'in' 
ERROR: 0:73: 'equal_spacing' : can only apply to 'in' 
ERROR: 0:74: 'fractional_even_spacing' : can only apply to 'in' 
ERROR: 0:75: 'point_mode' : can only apply to 'in' 
ERROR: 0:77: 'in' : type must be an array: ina
ERROR: 0:79: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized 
ERROR: 0:82: 'in' : type must be an array: bla
ERROR: 0:90: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized 
ERROR: 0:100: 'location' : overlapping use of location 24
ERROR: 0:103: 'location' : overlapping use of location 24
ERROR: 0:105: 'gl_TessLevelOuter' : identifiers starting with "gl_" are reserved 
ERROR: 0:113: 'sample' : Reserved word. 
ERROR: 0:119: 'gl_PointSize' : no such field in structure 
ERROR: 0:119: '=' :  cannot convert from ' temp block{ in highp 4-component vector of float Position gl_Position}' to ' temp highp float'
ERROR: 0:127: 'gl_BoundingBoxOES' : undeclared identifier 
ERROR: 43 compilation errors.  No code generated.


Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_EXT_shader_io_blocks
Requested GL_EXT_tessellation_shader
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:24  Function Definition: main( ( global void)
0:24    Function Parameters: 
0:26    Sequence
0:26      Constant:
0:26        0.000000
0:28      Sequence
0:28        move second child to first child ( temp highp int)
0:28          'a' ( temp highp int)
0:28          Constant:
0:28            1512 (const int)
0:36      Sequence
0:36        move second child to first child ( temp highp 4-component vector of float)
0:36          'p' ( temp highp 4-component vector of float)
0:36          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:36            direct index ( temp block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:36              'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:36              Constant:
0:36                1 (const int)
0:36            Constant:
0:36              0 (const int)
0:37      Sequence
0:37        move second child to first child ( temp highp float)
0:37          'ps' ( temp highp float)
0:37          gl_PointSize: direct index for structure ( in highp float PointSize)
0:37            direct index ( temp block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:37              'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:37              Constant:
0:37                1 (const int)
0:37            Constant:
0:37              1 (const int)
0:38      Sequence
0:38        move second child to first child ( temp highp float)
0:38          'cd' ( temp highp float)
0:38          Constant:
0:38            0.000000
0:40      Sequence
0:40        move second child to first child ( temp highp int)
0:40          'pvi' ( temp highp int)
0:40          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:41      Sequence
0:41        move second child to first child ( temp highp int)
0:41          'pid' ( temp highp int)
0:41          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:42      Sequence
0:42        move second child to first child ( temp highp 3-component vector of float)
0:42          'tc' ( temp highp 3-component vector of float)
0:42          'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:43      Sequence
0:43        move second child to first child ( temp highp float)
0:43          'tlo' ( temp highp float)
0:43          direct index ( patch temp highp float TessLevelOuter)
0:43            'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:43            Constant:
0:43              3 (const int)
0:44      Sequence
0:44        move second child to first child ( temp highp float)
0:44          'tli' ( temp highp float)
0:44          direct index ( patch temp highp float TessLevelInner)
0:44            'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:44            Constant:
0:44              1 (const int)
0:46      move second child to first child ( temp highp 4-component vector of float)
0:46        gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:46          'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position,  gl_PointSize highp float PointSize gl_PointSize})
0:46          Constant:
0:46            0 (const uint)
0:46        'p' ( temp highp 4-component vector of float)
0:47      move second child to first child ( temp highp float)
0:47        gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:47          'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position,  gl_PointSize highp float PointSize gl_PointSize})
0:47          Constant:
0:47            1 (const uint)
0:47        'ps' ( temp highp float)
0:48      move second child to first child ( temp highp float)
0:48        Constant:
0:48          0.000000
0:48        'cd' ( temp highp float)
0:117  Function Definition: pointSize2( ( global void)
0:117    Function Parameters: 
0:?     Sequence
0:120      move second child to first child ( temp highp float)
0:120        gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:120          'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position,  gl_PointSize highp float PointSize gl_PointSize})
0:120          Constant:
0:120            1 (const uint)
0:120        'ps' ( temp highp float)
0:125  Function Definition: bbbad( ( global void)
0:125    Function Parameters: 
0:127    Sequence
0:127      'gl_BoundingBoxOES' ( temp float)
0:?   Linker Objects
0:?     'patchIn' ( patch in highp 4-component vector of float)
0:?     'patchOut' ( patch out highp 4-component vector of float)
0:?     'badp1' ( smooth patch in highp 4-component vector of float)
0:?     'badp2' ( flat patch in highp 4-component vector of float)
0:?     'badp3' ( noperspective patch in highp 4-component vector of float)
0:?     'badp4' ( patch sample in highp 3-component vector of float)
0:?     'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
0:?     'ina' ( in highp 2-component vector of float)
0:?     'inb' ( in 32-element array of highp 2-component vector of float)
0:?     'inc' ( in 32-element array of highp 2-component vector of float)
0:?     'ind' ( in 32-element array of highp 2-component vector of float)
0:?     'bla' ( in block{ in highp int f})
0:?     'blb' ( in 32-element array of block{ in highp int f})
0:?     'blc' ( in 32-element array of block{ in highp int f})
0:?     'bld' ( in 32-element array of block{ in highp int f})
0:?     'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:?     'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:?     'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:?     'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:?     'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:?     'pinbi' ( patch in block{ in highp int a})
0:?     'myColor2' ( centroid out highp 3-component vector of float)
0:?     'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:?     'perSampleColor' ( sample out highp 4-component vector of float)


Linked tessellation evaluation stage:


Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_EXT_primitive_bounding_box
Requested GL_EXT_shader_io_blocks
Requested GL_EXT_tessellation_shader
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
input primitive = quads
vertex spacing = fractional_odd_spacing
triangle order = cw
using point mode
ERROR: node is still EOpNull!
0:24  Function Definition: main( ( global void)
0:24    Function Parameters: 
0:26    Sequence
0:26      Constant:
0:26        0.000000
0:28      Sequence
0:28        move second child to first child ( temp highp int)
0:28          'a' ( temp highp int)
0:28          Constant:
0:28            1512 (const int)
0:36      Sequence
0:36        move second child to first child ( temp highp 4-component vector of float)
0:36          'p' ( temp highp 4-component vector of float)
0:36          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:36            direct index ( temp block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:36              'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:36              Constant:
0:36                1 (const int)
0:36            Constant:
0:36              0 (const int)
0:37      Sequence
0:37        move second child to first child ( temp highp float)
0:37          'ps' ( temp highp float)
0:37          gl_PointSize: direct index for structure ( in highp float PointSize)
0:37            direct index ( temp block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:37              'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position,  in highp float PointSize gl_PointSize,  in highp 4-component vector of float SecondaryPositionNV gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float PositionPerViewNV gl_PositionPerViewNV})
0:37              Constant:
0:37                1 (const int)
0:37            Constant:
0:37              1 (const int)
0:38      Sequence
0:38        move second child to first child ( temp highp float)
0:38          'cd' ( temp highp float)
0:38          Constant:
0:38            0.000000
0:40      Sequence
0:40        move second child to first child ( temp highp int)
0:40          'pvi' ( temp highp int)
0:40          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:41      Sequence
0:41        move second child to first child ( temp highp int)
0:41          'pid' ( temp highp int)
0:41          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:42      Sequence
0:42        move second child to first child ( temp highp 3-component vector of float)
0:42          'tc' ( temp highp 3-component vector of float)
0:42          'gl_TessCoord' ( in highp 3-component vector of float TessCoord)
0:43      Sequence
0:43        move second child to first child ( temp highp float)
0:43          'tlo' ( temp highp float)
0:43          direct index ( patch temp highp float TessLevelOuter)
0:43            'gl_TessLevelOuter' ( patch in 4-element array of highp float TessLevelOuter)
0:43            Constant:
0:43              3 (const int)
0:44      Sequence
0:44        move second child to first child ( temp highp float)
0:44          'tli' ( temp highp float)
0:44          direct index ( patch temp highp float TessLevelInner)
0:44            'gl_TessLevelInner' ( patch in 2-element array of highp float TessLevelInner)
0:44            Constant:
0:44              1 (const int)
0:46      move second child to first child ( temp highp 4-component vector of float)
0:46        gl_Position: direct index for structure ( gl_Position highp 4-component vector of float Position)
0:46          'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position,  gl_PointSize highp float PointSize gl_PointSize})
0:46          Constant:
0:46            0 (const uint)
0:46        'p' ( temp highp 4-component vector of float)
0:47      move second child to first child ( temp highp float)
0:47        gl_PointSize: direct index for structure ( gl_PointSize highp float PointSize)
0:47          'anon@1' ( out block{ gl_Position highp 4-component vector of float Position gl_Position,  gl_PointSize highp float PointSize gl_PointSize})
0:47          Constant:
0:47            1 (const uint)
0:47        'ps' ( temp highp float)
0:48      move second child to first child ( temp highp float)
0:48        Constant:
0:48          0.000000
0:48        'cd' ( temp highp float)
0:?   Linker Objects
0:?     'patchIn' ( patch in highp 4-component vector of float)
0:?     'patchOut' ( patch out highp 4-component vector of float)
0:?     'badp1' ( smooth patch in highp 4-component vector of float)
0:?     'badp2' ( flat patch in highp 4-component vector of float)
0:?     'badp3' ( noperspective patch in highp 4-component vector of float)
0:?     'badp4' ( patch sample in highp 3-component vector of float)
0:?     'gl_in' ( in 32-element array of block{ in highp 4-component vector of float Position gl_Position})
0:?     'ina' ( in highp 2-component vector of float)
0:?     'inb' ( in 32-element array of highp 2-component vector of float)
0:?     'inc' ( in 32-element array of highp 2-component vector of float)
0:?     'ind' ( in 32-element array of highp 2-component vector of float)
0:?     'bla' ( in block{ in highp int f})
0:?     'blb' ( in 32-element array of block{ in highp int f})
0:?     'blc' ( in 32-element array of block{ in highp int f})
0:?     'bld' ( in 32-element array of block{ in highp int f})
0:?     'ivla' (layout( location=23) in 32-element array of highp 4-component vector of float)
0:?     'ivlb' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:?     'ivlc' (layout( location=24) in 32-element array of highp 4-component vector of float)
0:?     'ovla' (layout( location=23) out 2-element array of highp 4-component vector of float)
0:?     'ovlb' (layout( location=24) out 2-element array of highp 4-component vector of float)
0:?     'pinbi' ( patch in block{ in highp int a})
0:?     'myColor2' ( centroid out highp 3-component vector of float)
0:?     'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:?     'perSampleColor' ( sample out highp 4-component vector of float)

