320.tesc
ERROR: 0:6: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:7: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:8: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:10: 'patch' : can only use on output in tessellation-control shader 
ERROR: 0:24: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:25: 'gl_ClipDistance' : no such field in structure 
ERROR: 0:25: 'expression' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:32: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:33: 'gl_ClipDistance' : no such field in structure 
ERROR: 0:33: 'expression' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:33: 'assign' :  l-value required (can't modify a const)
ERROR: 0:39: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:46: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:51: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:54: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:61: '' : tessellation control barrier() cannot be placed after a return from main() 
ERROR: 0:64: 'vertices' : can only apply to 'out' 
ERROR: 0:65: 'vertices' : cannot change previously set layout value 
ERROR: 0:69: '[' :  array index out of range '4'
ERROR: 0:71: '' : tessellation control barrier() must be in main() 
ERROR: 0:74: 'in' : type must be an array: ina
ERROR: 0:76: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized 
ERROR: 0:78: '' : array size required 
ERROR: 0:84: 'location' : overlapping use of location 4
ERROR: 0:88: 'location' : overlapping use of location 4
ERROR: 0:98: 'vertices' : can only apply to a standalone qualifier 
ERROR: 0:99: 'vertices' : inconsistent output number of vertices for array size of misSized
ERROR: 0:104: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:105: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:123: '[' :  array index out of range '2'
ERROR: 0:126: '' : array size required 
ERROR: 0:142: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 0:143: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 0:146: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 35 compilation errors.  No code generated.


Shader version: 320
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:13  Function Definition: main( ( global void)
0:13    Function Parameters: 
0:15    Sequence
0:15      Barrier ( global void)
0:17      Sequence
0:17        move second child to first child ( temp highp int)
0:17          'a' ( temp highp int)
0:17          Constant:
0:17            5392 (const int)
0:23      Sequence
0:23        move second child to first child ( temp highp 4-component vector of float)
0:23          'p' ( temp highp 4-component vector of float)
0:23          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:23            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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23              '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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23              Constant:
0:23                1 (const int)
0:23            Constant:
0:23              0 (const int)
0:24      Sequence
0:24        move second child to first child ( temp highp float)
0:24          'ps' ( temp highp float)
0:24          gl_PointSize: direct index for structure ( in highp float PointSize)
0:24            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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24              '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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24              Constant:
0:24                1 (const int)
0:24            Constant:
0:24              1 (const int)
0:25      Sequence
0:25        move second child to first child ( temp highp float)
0:25          'cd' ( temp highp float)
0:25          Constant:
0:25            0.000000
0:27      Sequence
0:27        move second child to first child ( temp highp int)
0:27          'pvi' ( temp highp int)
0:27          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:28      Sequence
0:28        move second child to first child ( temp highp int)
0:28          'pid' ( temp highp int)
0:28          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:29      Sequence
0:29        move second child to first child ( temp highp int)
0:29          'iid' ( temp highp int)
0:29          'gl_InvocationID' ( in highp int InvocationID)
0:31      move second child to first child ( temp highp 4-component vector of float)
0:31        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:31          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:31            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:31            'gl_InvocationID' ( in highp int InvocationID)
0:31          Constant:
0:31            0 (const int)
0:31        'p' ( temp highp 4-component vector of float)
0:32      move second child to first child ( temp highp float)
0:32        gl_PointSize: direct index for structure ( out highp float PointSize)
0:32          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:32            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:32            'gl_InvocationID' ( in highp int InvocationID)
0:32          Constant:
0:32            1 (const int)
0:32        'ps' ( temp highp float)
0:33      move second child to first child ( temp highp float)
0:33        Constant:
0:33          0.000000
0:33        'cd' ( temp highp float)
0:35      move second child to first child ( temp highp float)
0:35        direct index ( patch temp highp float TessLevelOuter)
0:35          'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:35          Constant:
0:35            3 (const int)
0:35        Constant:
0:35          3.200000
0:36      move second child to first child ( temp highp float)
0:36        direct index ( patch temp highp float TessLevelInner)
0:36          'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:36          Constant:
0:36            1 (const int)
0:36        Constant:
0:36          1.300000
0:38      Test condition and select ( temp void)
0:38        Condition
0:38        Compare Greater Than ( temp bool)
0:38          'a' ( temp highp int)
0:38          Constant:
0:38            10 (const int)
0:38        true case
0:39        Barrier ( global void)
0:38        false case
0:41        Barrier ( global void)
0:43      Barrier ( global void)
0:47      Loop with condition not tested first
0:47        Loop Condition
0:47        Compare Greater Than ( temp bool)
0:47          'a' ( temp highp int)
0:47          Constant:
0:47            10 (const int)
0:47        Loop Body
0:46        Sequence
0:46          Barrier ( global void)
0:49      switch
0:49      condition
0:49        'a' ( temp highp int)
0:49      body
0:49        Sequence
0:50          default: 
0:?           Sequence
0:51            Barrier ( global void)
0:52            Branch: Break
0:54      Test condition and select ( temp highp int)
0:54        Condition
0:54        Compare Less Than ( temp bool)
0:54          'a' ( temp highp int)
0:54          Constant:
0:54            12 (const int)
0:54        true case
0:54        'a' ( temp highp int)
0:54        false case
0:54        Comma ( temp highp int)
0:54          Barrier ( global void)
0:54          'a' ( temp highp int)
0:56      Sequence
0:56        Barrier ( global void)
0:59      Branch: Return
0:61      Barrier ( global void)
0:67  Function Definition: foo( ( global void)
0:67    Function Parameters: 
0:69    Sequence
0:69      gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:69        direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:69          'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:69          Constant:
0:69            4 (const int)
0:69        Constant:
0:69          0 (const int)
0:71      Barrier ( global void)
0:102  Function Definition: pointSize2( ( global void)
0:102    Function Parameters: 
0:104    Sequence
0:104      Sequence
0:104        move second child to first child ( temp highp float)
0:104          'ps' ( temp highp float)
0:104          gl_PointSize: direct index for structure ( in highp float PointSize)
0:104            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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:104              '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 gl_SecondaryPositionNV,  in unsized 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:104              Constant:
0:104                1 (const int)
0:104            Constant:
0:104              1 (const int)
0:105      move second child to first child ( temp highp float)
0:105        gl_PointSize: direct index for structure ( out highp float PointSize)
0:105          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:105            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:105            'gl_InvocationID' ( in highp int InvocationID)
0:105          Constant:
0:105            1 (const int)
0:105        'ps' ( temp highp float)
0:110  Function Definition: goodfoop( ( global void)
0:110    Function Parameters: 
0:?     Sequence
0:114      multiply second child into first child ( temp highp 3-component vector of float)
0:114        'pv3' ( noContraction temp highp 3-component vector of float)
0:114        'pv3' ( noContraction temp highp 3-component vector of float)
0:115      move second child to first child ( temp highp 3-component vector of float)
0:115        'pv3' ( noContraction temp highp 3-component vector of float)
0:115        fma ( global highp 3-component vector of float)
0:115          'pv3' ( noContraction temp highp 3-component vector of float)
0:115          'pv3' ( noContraction temp highp 3-component vector of float)
0:115          'pv3' ( noContraction temp highp 3-component vector of float)
0:116      move second child to first child ( temp highp float)
0:116        'd' ( noContraction temp highp float)
0:116        fma ( global highp float)
0:116          'd' ( noContraction temp highp float)
0:116          'd' ( noContraction temp highp float)
0:116          'd' ( noContraction temp highp float)
0:119  Function Definition: bb( ( global void)
0:119    Function Parameters: 
0:121    Sequence
0:121      move second child to first child ( temp highp 4-component vector of float)
0:121        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:121          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:121          Constant:
0:121            0 (const int)
0:121        Constant:
0:121          0.000000
0:121          0.000000
0:121          0.000000
0:121          0.000000
0:122      move second child to first child ( temp highp 4-component vector of float)
0:122        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:122          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:122          Constant:
0:122            1 (const int)
0:122        Constant:
0:122          1.000000
0:122          1.000000
0:122          1.000000
0:122          1.000000
0:123      move second child to first child ( temp highp 4-component vector of float)
0:123        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:123          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:123          Constant:
0:123            2 (const int)
0:123        Constant:
0:123          2.000000
0:123          2.000000
0:123          2.000000
0:123          2.000000
0:134  Function Definition: outputtingOutparam(i1; ( global void)
0:134    Function Parameters: 
0:134      'a' ( out highp int)
0:136    Sequence
0:136      move second child to first child ( temp highp int)
0:136        'a' ( out highp int)
0:136        Constant:
0:136          2 (const int)
0:139  Function Definition: outputting( ( global void)
0:139    Function Parameters: 
0:141    Sequence
0:141      move second child to first child ( temp highp int)
0:141        indirect index ( temp highp int)
0:141          'outa' ( out 4-element array of highp int)
0:141          'gl_InvocationID' ( in highp int InvocationID)
0:141        Constant:
0:141          2 (const int)
0:142      move second child to first child ( temp highp int)
0:142        direct index ( temp highp int)
0:142          'outa' ( out 4-element array of highp int)
0:142          Constant:
0:142            1 (const int)
0:142        Constant:
0:142          2 (const int)
0:143      move second child to first child ( temp highp 4-component vector of float)
0:143        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:143          direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:143            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:143            Constant:
0:143              0 (const int)
0:143          Constant:
0:143            0 (const int)
0:143        Constant:
0:143          1.000000
0:143          1.000000
0:143          1.000000
0:143          1.000000
0:144      direct index ( temp highp int)
0:144        'outa' ( out 4-element array of highp int)
0:144        Constant:
0:144          1 (const int)
0:145      direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:145        'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:145        Constant:
0:145          0 (const int)
0:146      Function Call: outputtingOutparam(i1; ( global void)
0:146        direct index ( temp highp int)
0:146          'outa' ( out 4-element array of highp int)
0:146          Constant:
0:146            0 (const int)
0:147      Function Call: outputtingOutparam(i1; ( global void)
0:147        indirect index ( temp highp int)
0:147          'outa' ( out 4-element array of highp int)
0:147          'gl_InvocationID' ( in highp int InvocationID)
0:148      move second child to first child ( temp highp float)
0:148        f: direct index for structure ( out highp float)
0:148          direct index ( patch temp block{ out highp float f})
0:148            'patchIName' ( patch out 4-element array of block{ out highp float f})
0:148            Constant:
0:148              1 (const int)
0:148          Constant:
0:148            0 (const int)
0:148        Constant:
0:148          3.140000
0:149      move second child to first child ( temp highp int)
0:149        indirect index ( temp highp int)
0:149          'outa' ( out 4-element array of highp int)
0:149          'gl_InvocationID' ( in highp int InvocationID)
0:149        Constant:
0:149          2 (const int)
0:?   Linker Objects
0:?     'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:?     'outa' ( out 4-element array of highp int)
0:?     'patchIn' ( patch in highp 4-component vector of float)
0:?     'patchOut' ( patch out highp 4-component vector of float)
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:?     'implA' ( patch out unsized 1-element array of highp float)
0:?     'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:?     'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:?     'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:?     'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:?     'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:?     'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:?     'pinbi' ( patch out block{ out highp int a})
0:?     'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:?     'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:?     'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:?     'badlay' ( out 4-element array of highp float)
0:?     'misSized' ( out 5-element array of highp float)
0:?     'okaySize' ( out 4-element array of highp float)
0:?     'pv3' ( noContraction temp highp 3-component vector of float)
0:?     'badpatchIName' ( patch out unsized 1-element array of block{ out highp float f})
0:?     'patchIName' ( patch out 4-element array of block{ out highp float f})


Linked tessellation control stage:


Shader version: 320
Requested GL_ARB_separate_shader_objects
vertices = 4
ERROR: node is still EOpNull!
0:13  Function Definition: main( ( global void)
0:13    Function Parameters: 
0:15    Sequence
0:15      Barrier ( global void)
0:17      Sequence
0:17        move second child to first child ( temp highp int)
0:17          'a' ( temp highp int)
0:17          Constant:
0:17            5392 (const int)
0:23      Sequence
0:23        move second child to first child ( temp highp 4-component vector of float)
0:23          'p' ( temp highp 4-component vector of float)
0:23          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:23            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 gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23              '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 gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:23              Constant:
0:23                1 (const int)
0:23            Constant:
0:23              0 (const int)
0:24      Sequence
0:24        move second child to first child ( temp highp float)
0:24          'ps' ( temp highp float)
0:24          gl_PointSize: direct index for structure ( in highp float PointSize)
0:24            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 gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24              '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 gl_SecondaryPositionNV,  in 1-element array of highp 4-component vector of float gl_PositionPerViewNV})
0:24              Constant:
0:24                1 (const int)
0:24            Constant:
0:24              1 (const int)
0:25      Sequence
0:25        move second child to first child ( temp highp float)
0:25          'cd' ( temp highp float)
0:25          Constant:
0:25            0.000000
0:27      Sequence
0:27        move second child to first child ( temp highp int)
0:27          'pvi' ( temp highp int)
0:27          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:28      Sequence
0:28        move second child to first child ( temp highp int)
0:28          'pid' ( temp highp int)
0:28          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:29      Sequence
0:29        move second child to first child ( temp highp int)
0:29          'iid' ( temp highp int)
0:29          'gl_InvocationID' ( in highp int InvocationID)
0:31      move second child to first child ( temp highp 4-component vector of float)
0:31        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:31          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:31            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:31            'gl_InvocationID' ( in highp int InvocationID)
0:31          Constant:
0:31            0 (const int)
0:31        'p' ( temp highp 4-component vector of float)
0:32      move second child to first child ( temp highp float)
0:32        gl_PointSize: direct index for structure ( out highp float PointSize)
0:32          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:32            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:32            'gl_InvocationID' ( in highp int InvocationID)
0:32          Constant:
0:32            1 (const int)
0:32        'ps' ( temp highp float)
0:33      move second child to first child ( temp highp float)
0:33        Constant:
0:33          0.000000
0:33        'cd' ( temp highp float)
0:35      move second child to first child ( temp highp float)
0:35        direct index ( patch temp highp float TessLevelOuter)
0:35          'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:35          Constant:
0:35            3 (const int)
0:35        Constant:
0:35          3.200000
0:36      move second child to first child ( temp highp float)
0:36        direct index ( patch temp highp float TessLevelInner)
0:36          'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:36          Constant:
0:36            1 (const int)
0:36        Constant:
0:36          1.300000
0:38      Test condition and select ( temp void)
0:38        Condition
0:38        Compare Greater Than ( temp bool)
0:38          'a' ( temp highp int)
0:38          Constant:
0:38            10 (const int)
0:38        true case
0:39        Barrier ( global void)
0:38        false case
0:41        Barrier ( global void)
0:43      Barrier ( global void)
0:47      Loop with condition not tested first
0:47        Loop Condition
0:47        Compare Greater Than ( temp bool)
0:47          'a' ( temp highp int)
0:47          Constant:
0:47            10 (const int)
0:47        Loop Body
0:46        Sequence
0:46          Barrier ( global void)
0:49      switch
0:49      condition
0:49        'a' ( temp highp int)
0:49      body
0:49        Sequence
0:50          default: 
0:?           Sequence
0:51            Barrier ( global void)
0:52            Branch: Break
0:54      Test condition and select ( temp highp int)
0:54        Condition
0:54        Compare Less Than ( temp bool)
0:54          'a' ( temp highp int)
0:54          Constant:
0:54            12 (const int)
0:54        true case
0:54        'a' ( temp highp int)
0:54        false case
0:54        Comma ( temp highp int)
0:54          Barrier ( global void)
0:54          'a' ( temp highp int)
0:56      Sequence
0:56        Barrier ( global void)
0:59      Branch: Return
0:61      Barrier ( global void)
0:?   Linker Objects
0:?     'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:?     'outa' ( out 4-element array of highp int)
0:?     'patchIn' ( patch in highp 4-component vector of float)
0:?     'patchOut' ( patch out highp 4-component vector of float)
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:?     'implA' ( patch out 1-element array of highp float)
0:?     'ivla' (layout( location=3) in 32-element array of highp 4-component vector of float)
0:?     'ivlb' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:?     'ivlc' (layout( location=4) in 32-element array of highp 4-component vector of float)
0:?     'ovla' (layout( location=3) out 4-element array of highp 4-component vector of float)
0:?     'ovlb' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:?     'ovlc' (layout( location=4) out 4-element array of highp 4-component vector of float)
0:?     'pinbi' ( patch out block{ out highp int a})
0:?     'myColor2' ( centroid out 4-element array of highp 3-component vector of float)
0:?     'centr' ( centroid in 32-element array of highp 3-component vector of float)
0:?     'perSampleColor' ( sample out 4-element array of highp 4-component vector of float)
0:?     'badlay' ( out 4-element array of highp float)
0:?     'misSized' ( out 5-element array of highp float)
0:?     'okaySize' ( out 4-element array of highp float)
0:?     'pv3' ( noContraction temp highp 3-component vector of float)
0:?     'badpatchIName' ( patch out 1-element array of block{ out highp float f})
0:?     'patchIName' ( patch out 4-element array of block{ out highp float f})