310.tesc
ERROR: 0:8: 'quads' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:9: 'ccw' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:10: 'fractional_even_spacing' : unrecognized layout identifier, or qualifier requires assignment (e.g., binding = 4) 
ERROR: 0:12: 'patch' : can only use on output in tessellation-control shader 
ERROR: 0:26: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:27: 'gl_ClipDistance' : no such field in structure 
ERROR: 0:27: 'expression' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:34: 'gl_PointSize' : required extension not requested: Possible extensions include:
GL_EXT_tessellation_point_size
GL_OES_tessellation_point_size
ERROR: 0:35: 'gl_ClipDistance' : no such field in structure 
ERROR: 0:35: 'expression' :  left of '[' is not of type array, matrix, or vector  
ERROR: 0:35: 'assign' :  l-value required (can't modify a const)
ERROR: 0:41: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:43: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:48: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:53: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:56: '' : tessellation control barrier() cannot be placed within flow control 
ERROR: 0:63: '' : tessellation control barrier() cannot be placed after a return from main() 
ERROR: 0:66: 'vertices' : can only apply to 'out' 
ERROR: 0:67: 'vertices' : cannot change previously set layout value 
ERROR: 0:71: '[' :  array index out of range '4'
ERROR: 0:73: '' : tessellation control barrier() must be in main() 
ERROR: 0:76: 'in' : type must be an array: ina
ERROR: 0:78: '[]' : tessellation input array size must be gl_MaxPatchVertices or implicitly sized 
ERROR: 0:80: '' : array size required 
ERROR: 0:86: 'location' : overlapping use of location 4
ERROR: 0:90: 'location' : overlapping use of location 4
ERROR: 0:94: 'precise' : Reserved word. 
ERROR: 0:94: 'precise' : not supported for this version or the enabled extensions 
ERROR: 0:95: 'fma' : required extension not requested: Possible extensions include:
GL_EXT_gpu_shader5
GL_OES_gpu_shader5
ERROR: 0:104: 'sample' : Reserved word. 
ERROR: 0:106: 'vertices' : can only apply to a standalone qualifier 
ERROR: 0:107: 'vertices' : inconsistent output number of vertices for array size of misSized
ERROR: 0:133: 'gl_BoundingBoxOES' : required extension not requested: Possible extensions include:
GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box
ERROR: 0:142: '[' :  array index out of range '2'
ERROR: 0:145: '' : array size required 
ERROR: 0:161: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 0:162: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 0:165: '[]' : tessellation-control per-vertex output l-value must be indexed with gl_InvocationID 
ERROR: 38 compilation errors.  No code generated.


Shader version: 310
Requested GL_ARB_separate_shader_objects
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15  Function Definition: main( ( global void)
0:15    Function Parameters: 
0:17    Sequence
0:17      Barrier ( global void)
0:19      Sequence
0:19        move second child to first child ( temp highp int)
0:19          'a' ( temp highp int)
0:19          Constant:
0:19            5392 (const int)
0:25      Sequence
0:25        move second child to first child ( temp highp 4-component vector of float)
0:25          'p' ( temp highp 4-component vector of float)
0:25          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25            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})
0:25              '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})
0:25              Constant:
0:25                1 (const int)
0:25            Constant:
0:25              0 (const int)
0:26      Sequence
0:26        move second child to first child ( temp highp float)
0:26          'ps' ( temp highp float)
0:26          gl_PointSize: direct index for structure ( in highp float PointSize)
0:26            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})
0:26              '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})
0:26              Constant:
0:26                1 (const int)
0:26            Constant:
0:26              1 (const int)
0:27      Sequence
0:27        move second child to first child ( temp highp float)
0:27          'cd' ( temp highp float)
0:27          Constant:
0:27            0.000000
0:29      Sequence
0:29        move second child to first child ( temp highp int)
0:29          'pvi' ( temp highp int)
0:29          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30      Sequence
0:30        move second child to first child ( temp highp int)
0:30          'pid' ( temp highp int)
0:30          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31      Sequence
0:31        move second child to first child ( temp highp int)
0:31          'iid' ( temp highp int)
0:31          'gl_InvocationID' ( in highp int InvocationID)
0:33      move second child to first child ( temp highp 4-component vector of float)
0:33        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:33            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:33            'gl_InvocationID' ( in highp int InvocationID)
0:33          Constant:
0:33            0 (const int)
0:33        'p' ( temp highp 4-component vector of float)
0:34      move second child to first child ( temp highp float)
0:34        gl_PointSize: direct index for structure ( out highp float PointSize)
0:34          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:34            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:34            'gl_InvocationID' ( in highp int InvocationID)
0:34          Constant:
0:34            1 (const int)
0:34        'ps' ( temp highp float)
0:35      move second child to first child ( temp highp float)
0:35        Constant:
0:35          0.000000
0:35        'cd' ( temp highp float)
0:37      move second child to first child ( temp highp float)
0:37        direct index ( patch temp highp float TessLevelOuter)
0:37          'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37          Constant:
0:37            3 (const int)
0:37        Constant:
0:37          3.200000
0:38      move second child to first child ( temp highp float)
0:38        direct index ( patch temp highp float TessLevelInner)
0:38          'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38          Constant:
0:38            1 (const int)
0:38        Constant:
0:38          1.300000
0:40      Test condition and select ( temp void)
0:40        Condition
0:40        Compare Greater Than ( temp bool)
0:40          'a' ( temp highp int)
0:40          Constant:
0:40            10 (const int)
0:40        true case
0:41        Barrier ( global void)
0:40        false case
0:43        Barrier ( global void)
0:45      Barrier ( global void)
0:49      Loop with condition not tested first
0:49        Loop Condition
0:49        Compare Greater Than ( temp bool)
0:49          'a' ( temp highp int)
0:49          Constant:
0:49            10 (const int)
0:49        Loop Body
0:48        Sequence
0:48          Barrier ( global void)
0:51      switch
0:51      condition
0:51        'a' ( temp highp int)
0:51      body
0:51        Sequence
0:52          default: 
0:?           Sequence
0:53            Barrier ( global void)
0:54            Branch: Break
0:56      Test condition and select ( temp highp int)
0:56        Condition
0:56        Compare Less Than ( temp bool)
0:56          'a' ( temp highp int)
0:56          Constant:
0:56            12 (const int)
0:56        true case
0:56        'a' ( temp highp int)
0:56        false case
0:56        Comma ( temp highp int)
0:56          Barrier ( global void)
0:56          'a' ( temp highp int)
0:58      Sequence
0:58        Barrier ( global void)
0:61      Branch: Return
0:63      Barrier ( global void)
0:69  Function Definition: foo( ( global void)
0:69    Function Parameters: 
0:71    Sequence
0:71      gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:71        direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:71          'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:71          Constant:
0:71            4 (const int)
0:71        Constant:
0:71          0 (const int)
0:73      Barrier ( global void)
0:92  Function Definition: foop( ( global void)
0:92    Function Parameters: 
0:?     Sequence
0:95      move second child to first child ( temp highp float)
0:95        'd' ( noContraction temp highp float)
0:95        fma ( global highp float)
0:95          'd' ( noContraction temp highp float)
0:95          'd' ( noContraction temp highp float)
0:95          'd' ( noContraction temp highp float)
0:112  Function Definition: pointSize2( ( global void)
0:112    Function Parameters: 
0:114    Sequence
0:114      Sequence
0:114        move second child to first child ( temp highp float)
0:114          'ps' ( temp highp float)
0:114          gl_PointSize: direct index for structure ( in highp float PointSize)
0:114            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})
0:114              '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})
0:114              Constant:
0:114                1 (const int)
0:114            Constant:
0:114              1 (const int)
0:115      move second child to first child ( temp highp float)
0:115        gl_PointSize: direct index for structure ( out highp float PointSize)
0:115          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:115            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:115            'gl_InvocationID' ( in highp int InvocationID)
0:115          Constant:
0:115            1 (const int)
0:115        'ps' ( temp highp float)
0:122  Function Definition: goodfoop( ( global void)
0:122    Function Parameters: 
0:?     Sequence
0:126      multiply second child into first child ( temp highp 3-component vector of float)
0:126        'pv3' ( noContraction temp highp 3-component vector of float)
0:126        'pv3' ( noContraction temp highp 3-component vector of float)
0:127      move second child to first child ( temp highp 3-component vector of float)
0:127        'pv3' ( noContraction temp highp 3-component vector of float)
0:127        fma ( global highp 3-component vector of float)
0:127          'pv3' ( noContraction temp highp 3-component vector of float)
0:127          'pv3' ( noContraction temp highp 3-component vector of float)
0:127          'pv3' ( noContraction temp highp 3-component vector of float)
0:128      move second child to first child ( temp highp float)
0:128        'd' ( noContraction temp highp float)
0:128        fma ( global highp float)
0:128          'd' ( noContraction temp highp float)
0:128          'd' ( noContraction temp highp float)
0:128          'd' ( noContraction temp highp float)
0:131  Function Definition: bbBad( ( global void)
0:131    Function Parameters: 
0:133    Sequence
0:133      'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:138  Function Definition: bb( ( global void)
0:138    Function Parameters: 
0:140    Sequence
0:140      move second child to first child ( temp highp 4-component vector of float)
0:140        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:140          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:140          Constant:
0:140            0 (const int)
0:140        Constant:
0:140          0.000000
0:140          0.000000
0:140          0.000000
0:140          0.000000
0:141      move second child to first child ( temp highp 4-component vector of float)
0:141        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:141          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:141          Constant:
0:141            1 (const int)
0:141        Constant:
0:141          1.000000
0:141          1.000000
0:141          1.000000
0:141          1.000000
0:142      move second child to first child ( temp highp 4-component vector of float)
0:142        direct index ( patch temp highp 4-component vector of float BoundingBox)
0:142          'gl_BoundingBoxOES' ( patch out 2-element array of highp 4-component vector of float BoundingBox)
0:142          Constant:
0:142            2 (const int)
0:142        Constant:
0:142          2.000000
0:142          2.000000
0:142          2.000000
0:142          2.000000
0:153  Function Definition: outputtingOutparam(i1; ( global void)
0:153    Function Parameters: 
0:153      'a' ( out highp int)
0:155    Sequence
0:155      move second child to first child ( temp highp int)
0:155        'a' ( out highp int)
0:155        Constant:
0:155          2 (const int)
0:158  Function Definition: outputting( ( global void)
0:158    Function Parameters: 
0:160    Sequence
0:160      move second child to first child ( temp highp int)
0:160        indirect index ( temp highp int)
0:160          'outa' ( out 4-element array of highp int)
0:160          'gl_InvocationID' ( in highp int InvocationID)
0:160        Constant:
0:160          2 (const int)
0:161      move second child to first child ( temp highp int)
0:161        direct index ( temp highp int)
0:161          'outa' ( out 4-element array of highp int)
0:161          Constant:
0:161            1 (const int)
0:161        Constant:
0:161          2 (const int)
0:162      move second child to first child ( temp highp 4-component vector of float)
0:162        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:162          direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:162            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:162            Constant:
0:162              0 (const int)
0:162          Constant:
0:162            0 (const int)
0:162        Constant:
0:162          1.000000
0:162          1.000000
0:162          1.000000
0:162          1.000000
0:163      direct index ( temp highp int)
0:163        'outa' ( out 4-element array of highp int)
0:163        Constant:
0:163          1 (const int)
0:164      direct index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:164        'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:164        Constant:
0:164          0 (const int)
0:165      Function Call: outputtingOutparam(i1; ( global void)
0:165        direct index ( temp highp int)
0:165          'outa' ( out 4-element array of highp int)
0:165          Constant:
0:165            0 (const int)
0:166      Function Call: outputtingOutparam(i1; ( global void)
0:166        indirect index ( temp highp int)
0:166          'outa' ( out 4-element array of highp int)
0:166          'gl_InvocationID' ( in highp int InvocationID)
0:167      move second child to first child ( temp highp float)
0:167        f: direct index for structure ( out highp float)
0:167          direct index ( patch temp block{ out highp float f})
0:167            'patchIName' ( patch out 4-element array of block{ out highp float f})
0:167            Constant:
0:167              1 (const int)
0:167          Constant:
0:167            0 (const int)
0:167        Constant:
0:167          3.140000
0:168      move second child to first child ( temp highp int)
0:168        indirect index ( temp highp int)
0:168          'outa' ( out 4-element array of highp int)
0:168          'gl_InvocationID' ( in highp int InvocationID)
0:168        Constant:
0:168          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: 310
Requested GL_ARB_separate_shader_objects
Requested GL_OES_gpu_shader5
Requested GL_OES_primitive_bounding_box
Requested GL_OES_shader_io_blocks
Requested GL_OES_tessellation_point_size
Requested GL_OES_tessellation_shader
vertices = 4
ERROR: node is still EOpNull!
0:15  Function Definition: main( ( global void)
0:15    Function Parameters: 
0:17    Sequence
0:17      Barrier ( global void)
0:19      Sequence
0:19        move second child to first child ( temp highp int)
0:19          'a' ( temp highp int)
0:19          Constant:
0:19            5392 (const int)
0:25      Sequence
0:25        move second child to first child ( temp highp 4-component vector of float)
0:25          'p' ( temp highp 4-component vector of float)
0:25          gl_Position: direct index for structure ( in highp 4-component vector of float Position)
0:25            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})
0:25              '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})
0:25              Constant:
0:25                1 (const int)
0:25            Constant:
0:25              0 (const int)
0:26      Sequence
0:26        move second child to first child ( temp highp float)
0:26          'ps' ( temp highp float)
0:26          gl_PointSize: direct index for structure ( in highp float PointSize)
0:26            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})
0:26              '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})
0:26              Constant:
0:26                1 (const int)
0:26            Constant:
0:26              1 (const int)
0:27      Sequence
0:27        move second child to first child ( temp highp float)
0:27          'cd' ( temp highp float)
0:27          Constant:
0:27            0.000000
0:29      Sequence
0:29        move second child to first child ( temp highp int)
0:29          'pvi' ( temp highp int)
0:29          'gl_PatchVerticesIn' ( in highp int PatchVertices)
0:30      Sequence
0:30        move second child to first child ( temp highp int)
0:30          'pid' ( temp highp int)
0:30          'gl_PrimitiveID' ( in highp int PrimitiveID)
0:31      Sequence
0:31        move second child to first child ( temp highp int)
0:31          'iid' ( temp highp int)
0:31          'gl_InvocationID' ( in highp int InvocationID)
0:33      move second child to first child ( temp highp 4-component vector of float)
0:33        gl_Position: direct index for structure ( out highp 4-component vector of float Position)
0:33          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:33            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:33            'gl_InvocationID' ( in highp int InvocationID)
0:33          Constant:
0:33            0 (const int)
0:33        'p' ( temp highp 4-component vector of float)
0:34      move second child to first child ( temp highp float)
0:34        gl_PointSize: direct index for structure ( out highp float PointSize)
0:34          indirect index ( temp block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:34            'gl_out' ( out 4-element array of block{ out highp 4-component vector of float Position gl_Position,  out highp float PointSize gl_PointSize})
0:34            'gl_InvocationID' ( in highp int InvocationID)
0:34          Constant:
0:34            1 (const int)
0:34        'ps' ( temp highp float)
0:35      move second child to first child ( temp highp float)
0:35        Constant:
0:35          0.000000
0:35        'cd' ( temp highp float)
0:37      move second child to first child ( temp highp float)
0:37        direct index ( patch temp highp float TessLevelOuter)
0:37          'gl_TessLevelOuter' ( patch out 4-element array of highp float TessLevelOuter)
0:37          Constant:
0:37            3 (const int)
0:37        Constant:
0:37          3.200000
0:38      move second child to first child ( temp highp float)
0:38        direct index ( patch temp highp float TessLevelInner)
0:38          'gl_TessLevelInner' ( patch out 2-element array of highp float TessLevelInner)
0:38          Constant:
0:38            1 (const int)
0:38        Constant:
0:38          1.300000
0:40      Test condition and select ( temp void)
0:40        Condition
0:40        Compare Greater Than ( temp bool)
0:40          'a' ( temp highp int)
0:40          Constant:
0:40            10 (const int)
0:40        true case
0:41        Barrier ( global void)
0:40        false case
0:43        Barrier ( global void)
0:45      Barrier ( global void)
0:49      Loop with condition not tested first
0:49        Loop Condition
0:49        Compare Greater Than ( temp bool)
0:49          'a' ( temp highp int)
0:49          Constant:
0:49            10 (const int)
0:49        Loop Body
0:48        Sequence
0:48          Barrier ( global void)
0:51      switch
0:51      condition
0:51        'a' ( temp highp int)
0:51      body
0:51        Sequence
0:52          default: 
0:?           Sequence
0:53            Barrier ( global void)
0:54            Branch: Break
0:56      Test condition and select ( temp highp int)
0:56        Condition
0:56        Compare Less Than ( temp bool)
0:56          'a' ( temp highp int)
0:56          Constant:
0:56            12 (const int)
0:56        true case
0:56        'a' ( temp highp int)
0:56        false case
0:56        Comma ( temp highp int)
0:56          Barrier ( global void)
0:56          'a' ( temp highp int)
0:58      Sequence
0:58        Barrier ( global void)
0:61      Branch: Return
0:63      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})